DOCTOR WHO — TIME LORD

TIME LORD
Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: orun@cygnet.co.uk Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors
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DOCTOR WHO — TIME LORD

CONTENTS
INTRODUCTION PART ONE — DOCTOR WHO: A LEGEND IN ITS OWN PRIMETIME
The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9

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PART TWO — ROLE-PLAYING: WHAT IT IS AND HOW TO DO IT
A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

PART THREE — HOW TO ROLE-PLAY A DOCTOR WHO ADVENTURE
Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

PART FOUR — THE CAST OF THOUSANDS
Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

PART FIVE — THE NEVER-ENDING SCRIPT
How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

APPENDICES
Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163

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DOCTOR WHO — TIME LORD

INTRODUCTION
TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

TERMINOLOGY
Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

INTRODUCTION TO THE 1996 EDITION
TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail: orun@cygnet.co.uk

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DOCTOR WHO — TIME LORD PART ONE DOCTOR WHO: A Legend In Its Own Primetime 2 .

science fiction ideas began to creep in. had envisaged DOCTOR WHO as an educational series for children. kind-hearted and iron-willed. They were introduced to Susan Foreman. The characters and monsters from DOCTOR WHO are now household names in Britain. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself. that he had little idea of how to navigate it and that it was defective anyway. and her grandfather. modern studios at the BBC’s new Television Centre. the programme was shot and broadcast in colour. but here is a brief history of the programme to provide a context for later references. Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. however. an irascible old man known as the Doctor. the strong characterizations of the leading players. 1963 William Hartnell played the first Doctor as an old man: eccentric. 1966 At the end of The Tenth Planet.’ explained Susan — a spaceship capable of travelling in time.DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. In the three decades that have elapsed since that memorable November evening. An Unearthly Child. Patrick Troughton inherited the TARDIS. 1969 During two and a half years. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. science fiction themes and terrifying monsters. the Daleks and the Cybermen. most of them young Earthlings. it was revealed that the Doctor was a Time Lord. the story that introduced the Cybermen. was dashing and debonair. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. Sydney Newman. a schoolgirl who claimed to live in a police telephone box in a junkyard. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned. they had no idea that they were watching the beginning of a legend. head of drama at the BBC. From the very first episode. Details of the DOCTOR WHO universe will be found in Part Four of this book. a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. 1963. and had several confrontations with his old enemies. faced with the problem that his leading actor had to retire from the programme. And something of the Doctor’s origins on Gallifrey. infinitely flexible TARDIS. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. the first episode of the first DOCTOR WHO story. the day after John Kennedy was assassinated in Dallas. was broadcast on Saturday 23 November. Daleks and Cybermen. each of them adding something to the Time Lord’s complex personality. but also erratically brilliant. making history exciting and accessible for a young audience. As viewers huddled round their living room fires on that cold. in the role of the Doctor. Yet they knew they were seeing something special. Seven different actors have portrayed the Doctor. forgetful and bad-tempered. an untidy and deceptively simple clown. Scores of companions. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. He met the Daleks. The War Games . The programme was now made in large. The Doctor would hop back and forth through time. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out. has been revealed. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set. the home planet of the Time Lords. allowing a new actor to take on the role. with a succession of glamorous female companions and a penchant for gadgets and fast cars. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. but half of the First Doctor’s adventures were set in Earth’s history. Most important of all. have been temporary time-travellers with the Doctor. 3 . and portrayed the Doctor as a cosmic hobo. The DOCTOR WHO producer. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. Jon Pertwee. In the last of the second Doctor’s adventures. grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets.

the last producer of DOCTOR WHO. however. the scientist who had pioneered time-travel technology. a new producer was brought in under instructions to tone down the elements of horror in the programme. The Three Doctors. The BBC started to sell the programme to other countries. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975. Gallifrey. Some of the third Doctor’s stories had already been shown. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. at the time of writing. introduced the shadowy figure of Omega. the campaign about the programme’s violence and alleged unsuitability for children reached a climax. the Doctor’s robot dog. At the end of the year. but in general the fourth Doctor explored new territory in original stories. becoming still younger in appearance. as well as a new producer and script editor. On screen. At the same time. 1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. He also joined forces with UNIT which. and as a result the fourth Doctor’s adventures started to be broadcast nationwide. made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled. The fourth Doctor’s longest-standing companion. Tom Baker stepped into the role to become the fourth Doctor. played by two actresses across sixteen stories. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. the Doctor regenerated for the fourth time. 1980 John Nathan-Turner became the new and.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. 1977 The longevity of DOCTOR WHO. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. The first DOCTOR WHO convention was held. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. His body started to regenerate. nor has it been so large since. Two stories were set on the Doctor’s home planet. and when a new season of stories began at the end of the year. and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs. The audience for DOCTOR WHO in Britain had never been so large. its recent surge of popularity. and he had confronted the Autons and the Silurians. K9. but now the BBC had signed a substantial deal with Time-Life Television. but in the following year even this stupendous achievement was topped during one story. about the Time Lords and the Doctor’s universe. most of it consistent. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. under its commanding officer Brigadier Lethbridge Stewart. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. an evil renegade Time Lord. new monsters which he would meet again. Peter Davison became the fifth actor to play the Doctor. The first American convention took place. the Master. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. K9 was retired. the second half of the 1970s was full of detail. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. was to become a mainstay of the programme for many years. was herself a Time Lord. After apparently falling to his death. 4 . and for the first time most of the audience were adults. 1979 DOCTOR WHO was launched in the United States.

the unique appeal of DOCTOR WHO is that it can be seen as one long story. The Five Doctors. Cybermen. and a special programme. pitted the Doctor against both the Master and the dark side of his own character. 1986 After a seventeen month gap. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. Among his opponents were some old enemies — Daleks. At the end of the year and of the first series. had been appointed to play the Doctor. the fifth Doctor’s adventures began. in which all five of the Doctor’s incarnations. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. The future of the programme was once again in doubt. at least compared with those of its heyday. 1989 Survival. Publisher WH Allen. In spite of adventures that featured old enemies such as the Daleks. 1987 The BBC announced that a seventh actor. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one. the introduction of another renegade Time Lord known as the Rani. at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air. The result was a worldwide campaign to save the Doctor. about his home world and its powerful inhabitants. vainglorious genius failed to prevent a slide in the programme’s viewing figures. and Colin Baker was removed from the starring role. The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. a teenage girl from west London. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. played by Sophie Aldred. the Master. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. Peri. Brigadier Lethbridge Stewart. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. who had been poisoned with unrefined spectrox. 1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. Cybermen and Sontarans. Sylvester McCoy. 5 . the BBC bowed to the pressure. 1984 Peter Davison left the programme. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures. the programme’s long life-span is at first sight its most remarkable feature. the seventh Doctor encountered the Master and the Rani. The programme’s ratings remained poor. now Virgin Publishing. The final story. the climax of the trial. After almost three decades of DOCTOR WHO. DOCTOR WHO returned. the last DOCTOR WHO story at the time of writing.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. Ace rapidly became one of the most popular of the Doctor’s many companions. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. the penultimate story of the 1984 season. and earned renewed critical respect for DOCTOR WHO. Daleks and Cybermen. As the above brief history of the programme suggests. The Two Doctors. was broadcast at the end of the year. in which Patrick Troughton played the second Doctor for the last time. Once again rumours abounded about the end of DOCTOR WHO. companions past and present. but in the meantime the old stories were being successfully resurrected. however. At the same time gradual revelations about the Doctor’s changing personality. Colin Baker became the sixth Doctor in The Caves of Androzani. The Doctor was on trial for his life.

and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures.DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads. 6 . script editors and writers of the programme to build layer upon layer of detail and mystery. It also allowed successive producers. directors.

In his travels he has met and befriended hundreds of beings. also ‘borrowed’ a TARDIS to escape from Gallifrey. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago.) Each TARDIS. but the Doctor enjoys company. They provide a focus for his general concern for the well-being of the universe. 7 . Two scientists. there followed an even more golden age of technological progress. is usually manned by only one Time Lord because Time Lords are solitary by nature. And because Time Lords have little interest in the universe. gives the Time Lords a feeling of detachment from mere mortals. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting. coupled with scientific knowledge. which allows the TARDIS to change its appearance. usually a young human. He is hardly ever without at least one companion. erratic and mysterious of them all. This longevity. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. Their simple-mindedness. and sometimes he invites one or two of them to accompany him in his TARDIS. It has the power to materialize a part of its physical structure anywhere in space and time. A Time Lord can therefore live for thousands of years. and pay little attention to the rest of the planet or the rest of the universe. and when it eventually wears out it regenerates into a new form. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. a species that resembles human beings in physical appearance. but he has made it his mission to protect the weak and combat evil throughout the universe. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. Not surprisingly each TARDIS is an intelligence. present and future of our own universe. however. in effect. Their courage and ingenuity. set off into time and space to carve out empires of their own. particularly that of humans. albeit an artificial and alien one. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. standing for Time And Relative Dimension In Space. The Doctor’s TARDIS is a Type 40. humanoid and otherwise. The Gallifreyans. It is. fear and innocence often lead them into danger. perhaps the most brilliant. time-travelling elite minority became almost a distinct race. others. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. The Time Lord known as the Doctor. these explanations of a few central themes will help you to understand references in TIME LORD. who are threatened throughout their history by alien invaders and by the results of their own waywardness. it can expand its interior to any size. with computing power so great that it can decipher the whole of the past. a few of them find the place intolerably dull. very few TARDISes are used. and it can adapt its appearance to blend in with the surroundings in which it materializes. Although its physical manifestation is usually small. Rassilon and Omega. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. however. thus complicating the Doctor’s plans and often jeopardizing their success. They called themselves Time Lords. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. At about the same time Gallifreyan society began to split into two and the educated. an obsolete model which has a number of interesting features that are missing on more recent versions. TARDIS The letters TARDIS are an acronym.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology. Companions Time Lords are solitary. driven by ambition and hatred. perfected the techniques of time travel and created the time machines known as TARDISes. The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey. an artificial universe of potentially infinite size. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey.

and six other actors (so far) have taken on the role.DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. allies and even as his opponents. each new body he inhabits seems to have its own quirks. TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor. Although many elements of the Doctor’s character remain fixed. each of them representing the Doctor after a regeneration. as his companions. the various Doctors are identified by referring to them as the first Doctor. 8 . William Hartnell was the actor who originally played the part of the Doctor. the second Doctor and so on.

‘Not much time for jet-setters. Terellion Pang: beautiful. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. Olberan was sitting opposite her with a scowl on his dark. The conversation dwindled into silence as the drinks were poured. She should have held the gathering in the upper hall.’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet. tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme.’ Marna carolled defiantly. Terellion steeled herself to interrupt. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds. ‘And anyway we can’t drink a toast. The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion. merited her attention now. Other guests. she knew that. Terellion smiled prettily and lowered her face. my fellow senator. ‘Not to independence.’ he said. it is intended to give some idea of the structure. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse. She turned away from him. ‘I propose a toast. however. Teri. ‘More of that delicious nirvana cocktail please. Marna’s eyes. For the third time that evening Kereban’s foot touched hers. irresistible and yet elusive. ‘Don’t tell me you’re not wearing yours. Teri. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening.’ Terellion allowed none of her annoyance to show in her expression. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. she realized with the intuition of a practised hostess that her guests seemed nervous too. fingering the string of lustrous green gems at her throat. raised her glass and tipped its contents between her wide. bearded face. deeply lined face.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure. She beckoned her manservant to her side and told him to refill the guests’ glasses. and finally focused on Terellion. Therefore we have decided to print only the first chapter of The Necromancers . ‘No. gifted. extending a slim hand across the table. were brilliant and her pupils hugely dilated.’ Terellion gave him one her most encouraging smiles. too. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales. Kereban looked at her for a moment. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. ‘It’s starjade. The senator was flirting with her. a mischievous smile flitted across his impassive. and considered what she should do about Marna Grard. ‘How interesting!’ she said. ‘and go easy on the fruit juice.’ Marna was babbling heedlessly. ‘What’s the matter. Marna Grard’s giggle broke the silence. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids. and provider of dinner parties that are havens of serenity in these troubled times. He smiled again and turned to the woman beside him. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees. crimson lips. ‘Didn’t hang about at the Core. ‘I propose a toast to our hostess. more at home on the Rim. She blamed herself for inviting disparate people to such a formal. on the other hand. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion. sighed and shook his head. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game. When every face at the table was turned expectantly towards him. The date was wrong.’ There were murmurs of agreement. Olberan my dear?’ she said. because everyone’s mind was on independence. intimate occasion when a buffet would have been better. anyway: 9 . Unfortunately. surely. moving her feet out of range. and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence. of course!’ she exclaimed. ‘Marna. Kereban darling?’ she said. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure.’ he announced. If he had. he was keeping them to himself.’ she called out. ‘don’t forget we’re about to have a toast. How annoying. Terellion felt uneasy. but watched her guests from beneath her long eyelashes. Marna was chattering relentlessly to a goldfleece farmer with glazed eyes.’ he said.’ Olberan glanced at Kereban before transferring his gaze to Terellion. She was almost taken aback by the directness and brilliance of his blue eyes. She knew that hers was the first dinner invitation that Kereban had received for weeks.

blew herself a kiss and grimaced laughingly. The brief ensuing silence was shattered by the sound of breaking glass. 10 . west London. it was bigger — infinitely bigger. Marna pointed to the door and screamed. ‘Too much nirvana. with its tapestries and dim candelabra. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. She had tried on a gown from eighteenth-century France. But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen. because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives. but had abandoned it because she thought the Doctor wouldn’t approve. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. his crumpled jacket. He’s supposed to be a Time Lord. was too gloomy. ‘I’ve had about enough of this.’ She turned. ‘Sebaran!’ she shrieked. although she couldn’t be bothered with it most of the time. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe. partly because it was concealed under a pile of discarded clothes. at least. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner. She had found a daring little bikini made of animal skins. but then again you never who you might bump into when you stepped out of the TARDIS.’ he said. and wasn’t a kid any more. The bed was the least noticeable thing in Ace’s room. ‘What’s she staring at? I can’t see anything. lipstick and green eye shadow. square-jawed face. ‘Sebaran. and went to find the Doctor. Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. She would know better next time and. she glowered at her reflection as she inexpertly applied the make-up.’ she said to Kereban.’ *** Wear something suitable. ‘Terellion!’ ‘Terellion!’ the other guests shouted. She was growing up. she told herself. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. strode through the nearest doorway and found herself back in her bedroom. She pouted her full lips. she piled it on top of her head. She paused only briefly: she was accustomed to the strange powers of the TARDIS. She pulled her shoulder-length brown hair into a pony tail. so why can’t he look a bit more lordly? He looks likes a gormless gardener. the Doctor had said. He was in the control room. ‘was Marna’s husband. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. It was a waste of time. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. Kereban rose to his feet and lifted his glass. complete with a wickedly sharp hunting knife in a leather sheath. The meal was over and she would understand if the guests started to make their excuses soon. the planet on which he had found her. pale panama hat and question-mark-handled umbrella hung on the coat stand. And who the blazes is Sebaran?’ Terellion was concerned about Marna. the black satin one with badges all over it and Ace embroidered in big red letters across the back. ‘Ladies and gentlemen. electrical components and audio cassettes. She pulled on her favourite jacket. anyway. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. as she had expected. Terellion looked where she was pointing but could see only the dark doorway. he might land the TARDIS somewhere as cold as Iceworld. after all. she picked up her latest toy.’ he said. She stood in front of a full-length mirror and experimented with hair styles. Terellion instructed the manservant to call an ambulance. it’s Sebaran! He’s come back to me!’ Marna shrieked. A large part of the room was occupied by benches covered with chemistry apparatus. how am I supposed to find anything to wear? I’m off. sat on it and ransacked the drawers in front of her.DOCTOR WHO — TIME LORD this little dining room. She managed to find mascara. staring wide-eyed at the guests. things hadn’t gone too badly. A one-piece jump suit of silvery material had attracted her at first.’ she told her reflection. ‘If the Professor won’t tell me where we’re going. The whole point of the TARDIS was that it transcended the dimensions of space and time. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought. an autofocus zoom camera. books. She dragged a stool from a workbench to her dressing table. Anyway. ‘Oh my god. She thought she looked young without a bit of make-up. He died six months ago. but had decided that the crinoline might get in the way if she needed to move fast. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. she pinned it to one side so that it fell in a curtain concealing half of her open. but pleased that her party would be remembered as eventful. Ace thought as she tried to pick a good time to interrupt his reverie. an old buffer who should be looking after his prize roses and tending his orchard. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time.

it did so in the unassuming shape.’ the Doctor said gravely. scratched his head and then raised his eyebrows. It had been asleep. She hadn’t used many of the cards: she had given up when she started limping. Now it had woken. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. None the less it had tried to make contact.’ After a final laboured surge. and laughter in the crow’s feet next to them. alien. She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before. it was their contents that were unbearable. or had been woken.’ ‘Like I keep telling you. the time rotor subsided and remained still. ‘Yes. We’re not going to Earth again.’ Ace smiled and shook her head. weren’t they? Anyway. overwhelmed by the others. it would have thought itself in hell. Professor. The intelligence knew immediately than the others were unlike itself. but then again. she rarely ceased to enjoy it. ‘A very good choice of garments. because the TARDIS’s corridors were well equipped with food dispensers. ‘It’s rude to listen in. they were before my time. It was drowning. ‘The TARDIS materialized like this when I landed on Earth.’ Ace said. On her next attempt she had dispensed with the provisions. The others continued to arrive. are we? I can’t stand much more of the late twentieth century. The intelligence feared that it had been asleep for a very long time. fear. OK?’ The Doctor looked smug. touched a few buttons. determination in the jut of his chin.’ Ace could feel herself blushing. ‘Er.’ ‘Sorry. ‘I think so. the thoughts were little more than an irritation.’ the Doctor said. then. checking the controls again. Ace. And if we land anywhere near sodding Perivale. In themselves. ‘What do you reckon on this clobber then. I thought the whole point 11 . Ace. I didn’t mean to.’ said the Doctor. the others who were also intelligences but were unlike. Ace never ceased to wonder at herself. disordered thoughts. It ripens early and has a fine ruddy colouring. Doctor. Time Lord or gardener. the intelligence was suffocating. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically. a pencil and a pad of graph paper: she had turned back when she had run out of paper. size and appearance of a police telephone box: a rectangular. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London. concern and responsibility in the furrows across his forehead and alongside his mouth.’ The Doctor’s smile broadened. The intelligence mentally curled itself into a ball and crept into a corner. ‘You must be able to remember police telephone boxes.’ Ace let her arms fall to her sides. The first time she had set out from the control room with a rucksack full of provisions. He turned to look at the console. frowned. ‘Oh no. however. dark blue box surmounted by a flashing blue light.DOCTOR WHO — TIME LORD ‘Beauty of Bath. but for how long it did not know. all right? Anywhere else is better — and stop looking so pleased with yourself. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. ‘Most people are happiest in their own era. If the intelligence had any conception of an afterlife. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain. travelling through time and space with an alien who looked like a funny little man. he was uniquely the Doctor. ‘Well I’m not. At first it had been alone. eh?’ ‘Eminently suitable. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating.’ said the Doctor. anguish and desolation. He straightened with a grin. The trauma had almost finished it: the intelligence had been unprepared for such swirling.’ he began. but then the others had started to arrive.’ the Doctor would say in exasperation. Professor? Better than the usual gear. His face contained his character: intelligence and cunning in the sharp blue eyes. ‘You what?’ A sudden thought occurred to her. ‘You what?’ ‘Beauty of Bath. yes. they just sort of crept in while I wasn’t thinking of anything else. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. one of my favourite apples. which had been terrifying enough. I’m not setting foot outside the TARDIS. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way. Ace. ‘We’ve landed. Ace.

There was a slang name for them. ‘The inhabitants are human. ‘It looks intelligent. If you’re into neo-classicism.’ the Doctor said. The gronkey didn’t so much as twitch as the shutter clicked.. Ace thought. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference.’ the Doctor muttered. isn’t it?’ ‘New Starhome.’ ‘Very good. Ace. was peering from side to side and lost in thought. I’ll get round to mending it one of these days. He doesn’t know which way to go.’ What I like has nothing to do with it. Two wide avenues and several narrow alleys led from the square. or similar. It was turquoise. in the centre of the square.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. ‘The chameleon circuit is a very sophisticated piece of technology. No one had been surprised to see the TARDIS appear: the square was deserted. Ace. ‘What do you make of the place. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS.’ she said.’ he said. but I’ll bet he pretends he’s just admiring the town planning. ‘Why doesn’t it say anything?’ The Doctor didn’t reply. It doesn’t work. isn’t it?’ ‘All right. Ace. I never seem to have the time. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door.’ The Doctor winced. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute. ‘He’s being kept as a pet. ‘Mmm?’ The Doctor looked at her. Anyway. It was humanoid and stood upright. Look at these buildings. that was it. ‘Where to. Street art. So we must be in the future. but whose future.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit.’ ‘More like a green panda. and as it’s called New Starhome it must be a space colony. Ace. pillared terraces.’ the Doctor said in a tight voice. Professor. coming to stand beside him.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept. The Doctor.’ ‘I might have guessed you’d get lumbered with a prototype. I remember meeting one of these before. yes. The TARDIS had materialized at the corner of a courtyard. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared. ‘Don’t dawdle. The Type 40 TARDIS was the first in which it was fitted. of course. it’s like you said. Gronkeys. middle-aged man. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger. They’re taking a bit of a chance with all these white walls. I seem to recall. it’s called. ‘Come along. had found the first sign of life. which way?’ Shaking her head. Ace. We’ve got to go. ‘You can tell by the shape of the doors. A small figure was standing in the shadows beneath a pillared portico. Ace turned and closed the door. ‘You know. Interesting architecture. With no sign of fear its huge black eyes watched the time-travellers approach. squinting at it through the viewfinder of her camera.’ the Doctor would say.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right. I suppose it’s because they look like green monkeys.’ she said. I suppose.. The Doctor swept past Ace. 12 . glossy pelt that seemed to shimmer with shades of emerald and aquamarine. And?’ Ace looked up at the sky. Each showed an identical image: the smiling face of chubby. ‘but in essence you’re near enough. that bloke grinning down at us from all those posters looks like an ordinary human. as if they had never had this conversation before. I wonder?’ ‘Earth’s future. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark. Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case. if you ask me. anyway?’ he said. meanwhile. that’s the question. standing back to view the TARDIS against the white. Doctor?’ she said.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him. ‘There you are at last.’ ‘A minor malfunction.’ Ace said. It’s not Earth.’ ‘A bit of a chance?’ ‘Yeah. ‘It’s a bit of a blot on the landscape. But she could never resist a challenge. ‘What is it. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. ‘He’s chained up like an animal.’ ‘I wonder. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. ‘If you like. But was it before or after this. ‘Professor! Oi. ‘Are we playing another guessing game?’ she said.’ ‘Does it matter?’ ‘I rather think it might. which the Doctor had left open. New Star-something. ‘Well. she thought.

He held up the placard and stood to attention with the poster’s genial face next to his own. I mean I didn’t see that the young lady was with her er. We had hoped that we would have the honour. all right?’ The Doctor smiled. The visions were like the input that the intelligence used to receive from the machines. architect of our independence. ‘You’ve come to the wrong place. are we. The intelligence had understood very little of what it saw in its visions. You’ve been misinformed. warmth. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry. were hallucinations. a green sash was looped over one shoulder. and he noticed her camera. But it was surrounded by the others. although the intelligence somehow knew that the message was not intended for it.’ ‘Doctor. old chap..’ Ace glanced up at the clear turquoise sky and froze.’ the Doctor said. quite amazing. Ace hurried to catch up. it understood the meaning. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square. he showed no sign of interrupting his progress. but the thoughts of the others were incoherent. my dear. endless green.’ ‘Happid. ‘We’re not teasing it. the intelligence had assumed that it was going insane. ‘Good. young lady. The others.’ Ace continued. It had no vocabulary to describe the things that appeared. From the tempests of anguished emotion that were the thoughts of the others. Everyone will see it on live hologram transmission — everyone except us. She clutched the Doctor’s arm. If the intelligence had been one with its brood-fellows. The intelligence had come to realize that its probings increased the fear of the others.’ he said. mate. ‘Thanks. disorganized and so full of pain that the intelligence recoiled as soon as it made contact.’ she hissed. Don’t worry. ‘Now I really must get along.’ Happid said. good morning. but the ceremony had to be held in Central City. creator of our planet’s destiny. ‘Of course! You’re a reporter. The most permanent thing in the hallucinations was known to the others as a colour. ‘I didn’t realize one of you was. Suddenly it was aware of another: another whose thoughts were not chaotic.’ Ace still didn’t like him. Hortan Velid’s home town. The other was speaking and. Green. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. The man stopped. Among the green there were smaller things. it had retreated into its hallucinations. ‘I must apologize for my young friend’s abrupt tone. ah. Even if it had been alone. the intelligence plucked recognition of the things in the visions. too.’ The Doctor had been making a few deductions. Ace was incensed: she hated being wrongly accused. another who was full of confidence rather than fear. ‘Celebrations? I thought you were off to a demo. Pleased to meet you. ‘Oi. ‘Earth technology.’ The Doctor leant forward and tapped the camera.’ Happid said. the visions. raised his hat and strode towards the man. Having reprimanded Ace and the Doctor. ‘Footsteps: someone’s coming. drowning in a storm of the others’ terror and agony and hopelessness. She’s from Earth. some of them moving: the intelligence was adrift in a vision it no longer tried to understand. the other was saying. ‘Yorovan Happid. you can hear the crowd cheering. his voice shaking with emotion. ‘We’re just having a look. ‘So today is Independence Day?’ he asked. Listen. isn’t it?’ ‘Er.’ Ace lifted the camera and snapped Happid and his placard. the hallucinations offered some respite from the relentless torture. too.’ she said. He was wearing a white tunic and white trousers that together had a faintly military look. even though some were green and remained stationary whereas others moved and were sometimes other colours. 13 . Ace turned to see a middle-aged man hurrying across the square. This is the town of Pax. ‘Great shot for our viewers back home. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations. eh?’ He gazed at Ace in awe. the Doctor looked round.’ the man said. From Earth. It was green.’ the Doctor said. ‘this is Hortan Velid: our governor and leader. Who’s the bloke in the picture?’ Yorovan Happid was shocked.’ the man said. ‘And my assistant’s name is Ace.’ he said. glancing at the sky. ‘This..DOCTOR WHO — TIME LORD ‘Snap out of it. therefore. living things. it would have struggled against the hallucinations. and the words that went with the things.’ *** When the visions had started... He is a great man. Professor. But the machines no longer functioned and no input was possible. we’ll get you out of this. unless we hurry along. The intelligence knew that the others recognized the things as having life. it would have drawn on the brood’s strength to drive out the madness. mate!’ she yelled. ‘Is the ceremony taking place here?’ ‘Unfortunately not. recoiled from the intelligence. You’ve come a very long way to holovid our celebrations. I don’t want to miss the signing.’ ‘Quite all right.

the symptoms of hysteria 14 . the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused.’ Happid boasted.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock. ‘A mild tranquillizer. It’s one of the terms of the treaty.’ ‘So where shall we go?’ ‘Well.’ The Doctor seemed almost disappointed. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be. She fluttered her eyelashes. ‘You brute!’ she said.’ ‘That’ll be the Federation fleet. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. I’m not pickled in nirvana and I don’t believe in ghosts. she didn’t entirely trust him. ‘If she woke now.’ Doctor Sendet sighed and drew his hand across his lean face. Olberan seemed mesmerized by her eyes. Doctor.’ Terellion said.’ ‘You might find that those last two statements don’t necessarily go together. If Senator Terellion says it’s OK. stepping forward and then leaning back to avoid Olberan’s scalpel lunge. ‘but they’re not aimed at us. somewhat half-heartedly. it’s OK with me too. Tomorrow we’ll be free. Ace. Olberan had insisted on visiting the poor deranged woman.’ he explained. dragging herself from Olberan’s gaze. ‘Marna looks so peaceful already. on this morning of all mornings. ‘The electromagnetic pattern is still very erratic.’ The gronkey was still staring fixedly at the Doctor. his left hand was curled into a fist and in his right he was wielding a scalpel. or part of it at least. Now. ‘New Starhome’s the most contented planet you could wish for. ‘None whatsoever. that’s all. ‘She’s coming round. a ploy which she usually found effective.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head. None the less.’ she said. ‘All the Federation ships will be gone by midnight. ‘You keep your damned drugs away from me. ‘Now that is interesting. where would you go if you’d just seen a ghost?’ *** Olberan was being difficult. ‘I heard that!’ Olberan roared. Terellion? Tell him you’ve known me for years. But since the last time she had consulted him.’ Doctor Sendet advanced hesitantly and this time it was Terellion.’ he said. ‘Perhaps your big. ‘Can’t you talk some sense into him.’ Sendet lifted his eyes to the ceiling in despair. ‘I just want to talk to her. ‘Go on.’ Terellion smiled encouragingly. bearded friend could do with a shot of this stuff. They’re on a trajectory for space. Olberan. Barnan?’ she said. Ace began to feel uncomfortable. He lowered his hands.’ he repeated doggedly. He had positioned his powerful body in front of Marna’s bed.’ It was true that Terellion had known Doctor Sendet for years. ‘Doctor Sendet’s an old acquaintance.’ Sendet whispered.’ Terellion nodded. ‘Come on. As soon as Terellion stopped struggling. Olberan released her. Sendet held up the hypodermic plastigraft. ‘Is this really necessary. Doc.’ the Doctor murmured. ‘They could be.’ Olberan said with a grin. ‘There’s been so little bad news lately. ‘She’d be all right if only you’d let her wake up. ‘That thing’s giving me the creeps. give Marna the shot. ‘It’s just twenty-five milligrams of noctidrine. he was the senior consultant in the second-largest hospital on New Starhome. She was surprised to find that she felt disappointed. Tell him you trust me. ‘It’s all right.’ he said.’ Happid shouted over his shoulder as he bustled away to the edge of the square. He’ll do what’s best for Marna. who smiled weakly. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful. Terellion’s smile widened. ‘Not many as good-looking as you on the Rim worlds. I think this woman saw something last night and I’m going to find out what’s going on.’ Happid said. ‘No trouble of any kind?’ he pleaded. Don’t come near her with any more of that stuff. She rested her hand on his brawny arm and looked up into his glittering blue eyes. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use. And he was making a scene. why’s she been out all night?’ Olberan demanded. she would still be in shock. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. We’ll have our own police force.’ ‘If it’s so mild. who stopped him. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened. The nurse exchanged a long-suffering glance with Terellion.

I’m Olberan. along with the machinery and screens arranged around the bed-head. The flickering line was almost flat. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived. He frowned. its walls lined from floor to ceiling with wide.? There have been rumours. ‘The question is. Terellion stared at them. She frowned. ‘Hallo. ‘She had a skinful of nirvana last night.’ The Doctor shook his head slowly. Doctor: that was no pink elephant she saw. ‘Intensive care!’ he barked. He pressed a button on a pad strapped to his wrist and lifted the device to his lips. Terellion thought.’ Sendet stammered.’ ‘So can some of the cholinesterase blockers. One of the drawers lay open: inside it was a still figure covered with a grey sheet. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched. After all these years of civilization. Doctor?’ Terellion said..’ Ace said. it sent her crazy. ‘Sendet’s been giving her shots all night..’ he said. ‘I see. ‘I rather think Marna could do with a second opinion. ‘That’s what I call an air-bed.’ ‘Is it?’ the Doctor said. ‘The patient is Marna Grard... ‘and. I’m Ace. Sendet stared at the screen and swore. Doctor?’ Terellion said. ‘She’s had a traumatic shock. ‘Doctor Sendet to intensive care immediately please!’ Without a word. isn’t it. ‘Oh yes. ‘but he is the Doctor. ‘It’s noctidrine. senator.’ she announced. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand. Who’s the patient?’ Sendet was the first to speak. extending her hand.’ the young woman said. Olberan burst out laughing. Olberan merely glowered at them. The doors opened silently as the bed approached. Olberan.’ ‘Hi.’ The Doctor and Ace shook his out-thrust hand.’ he spluttered. ‘This is Doctor Sendet. ‘Shouldn’t we follow him. Who’s the patient?’ Terellion decided it was time to exert some control.’ the Doctor and Sendet said in unison. He pressed a button.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed. The room was a morgue. ‘Would you mind explaining yourselves?’ ‘Sorry. ‘It was too late before we arrived here.’ Olberan growled.’ he said. trembling with the cold. But I was there. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly.’ The Doctor glared at her. ‘Possibly very wise. ‘Do you mean she’s dead?’ Olberan snarled. nirvana can be a dangerous substance. I’m sending a patient now!’ He turned to the nurse. ‘Twenty-five milligrams.’ Ace said. when neither of the two visitors appeared to recognize her name. He saw the plastigraft pad and sniffed it. Who’s the patient?’ Terellion mechanically shook the young woman’s hand. Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow. pushed the drawer into the wall. Sendet ran from the room.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet. Report back as soon as you see any change. Nirvana can do that to you. unless I’m mistaken. ‘I’m the doctor. the nurse and finally Sendet turned to follow her gaze. by the way.’ the Doctor added. his lip curled disdainfully. uninvited and unannounced. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse. The hands. ‘You wouldn’t get one of them on the National Health. ‘I’m the Doctor.’ he said. The gloom in the long chamber lightened a little. ‘She’s sedated?’ the Doctor asked. ‘This is the Doctor. The bed. ‘Perhaps. Well.’ the Doctor said.’ Sendet said firmly. ‘Marna’s going to be all right. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. however. unsteady hands pushed together the two halves of a metal sphere.DOCTOR WHO — TIME LORD and the impossibility of ghosts. and saw the ghost of her husband.’ ‘I think it’s time we had a talk. touching his fingertips to Marna’s temples. deep drawers. 15 . Sendet gave him a filthy look. imprisoning the black radiance within. ‘Kindly explain yourselves.’ Olberan clenched his fists. in the quantities Marna was taking. will anyone see her ghost?’ Terellion gasped. This is much more interesting than flag-waving. ‘You mean. ‘It’s too late. Get a berth ready immediately. mate. Appearances can be deceptive.’ the Doctor replied. The little man raised his hat. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity. Whatever it was. ‘I’m Senator Terellion Pang. you’re the doctor. ‘Take this patient to IC and administer a slow drip of eserine compound. Ace?’ *** In the basement of the hospital. isn’t she. that’s all. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head. ‘An acetyl choline replicant in a slow-release base.

can move fast enough to dodge the bullets: the Doctor falls and is surrounded. Olberan produces an old hunting rifle and opens fire at them. but Olberan wants to confront the officials who arrested Terellion. they are carrying weapons. The crowd acclaims his decisions. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion. ‘If we carry like this like this. but when a nurse brings her food she realizes that she is in a hospital. a hover-vehicle. the cream of New Starhome’s youth. He is about to open it when he is interrupted by a squad of guards. The servants say that she has been arrested. They escape in his speedpod. The Doctor urges flight. During the night there is an attempted break-in. Ace. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets. 16 .’ There was something hysterical about the nervous laughter that followed. Terellion invites the Doctor to her palatial home. Among the few survivors were Velid himself and the expedition’s doctor. Terellion is in a featureless cell. Terellion agrees to go quietly. whose name was Sendet. she will be tranquillized and treated anyway. we’ll have to build an extension. She finds the gronkeys a little disturbing. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. and Terellion explains that both the friendly. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. The guards. Terellion agrees. The Doctor seems particularly interested in gronkeys and starjade. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment.’ whispered the owner of the hands. confused and angry. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. And now that they are the planet’s official police force. Ace and Olberan visit the Pax library to gain information about the North Continent. seem unnaturally strong: they smash their way through locked doors with ease. she is strapped to a table. not a prison. a fact which the Doctor seems to find significant. he says. Olberan returns. In an operating theatre. but the New Starhomers are ecstatic at the prospect of new prosperity and strength. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly. who wheel in the lifeless body of the Doctor. he says. Almost as afterthoughts. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. There is very little available. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. Olberan adds that when he was last on the planet. and shows him her gronkey and her collection of starjade jewellery. Sendet visits her. Velid then bans further exploration of the North Continent. with the responsibility of policing the planet. however. but Olberan reminds her that the gronkey could be hurt in the explosion. The Doctor falls lifeless to the floor. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. In place of the Federation Security Corps. Olberan grabs the grief-stricken Ace and pulls her to safety. The Doctor recognizes it as part of the uniform of the Starhome Guard. Velid makes two further announcements. the North Continent was known only for its beaches and that the interior was ignored. The Doctor disapproves of his strident nationalism. These uniformed giants. has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up. Sendet gloats about her defencelessness and then places a metal globe above her head. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. Starjade. the Starhome Guard. Velid declares that the malefactors will be brought to justice. If she refuses. The next day the Doctor. Terellion’s mansion has been broken into and the senator is missing. telling the Doctor and Ace to escape while he holds them off. disturbed by the holovid news. which Ace foils. Terellion begins to admire Olberan and trust the Doctor. he invests his own paramilitary organization. he suggests that they break into Velid’s villa in Pax. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human. Olberan goes to see Terellion. dark green mammals and the emerald-like stone come from the North Continent of the planet. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. He doubts whether anything interesting or worthwhile could come from the North Continent.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held. His expedition was a disaster and most of the explorers died. Ace produces nitro-nine with which she intends to blow up the guards.

Ace finds the computer’s memory store in the form of a wheel of microcircuits. The Doctor frees Terellion. he manages to disarm one of the guards and use the captured weapon to gun down the remainder. leaving the Doctor’s body pale and unmoving. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. Velid’s villa is even more grandiose than Terellion’s mansion. She finds the entrance to it in the corner of the master bedroom. Inserting microcircuits at random. not a human.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. which is what he accuses Sendet of trying to create. Terellion fights back tears as the guards zip up the bag. ‘Move over. The Doctor smiles and nods. Ace steps into a small circular room: it is a lift. who still has the rescued gronkey with her. Terellion overhears Sendet making a telephone call. She puts the wheel in her rucksack and. which he says might be dangerous. He is asking for instructions. points to Olberan. In the master bedroom. but refuses to let her follow Sendet to safety. She takes the lift to the basement where she steps out into a dark room that is furnished as a study. too. It was a struggle. Sendet is stunned. because the North Continent is now out of bounds. which he wheels into the space between the guards.’ she says to the blustering Olberan. sitting alongside Olberan. Instead he pushes her into the lower part of an equipment trolley. They decide that the Doctor should be exposed to the Remote Globe. however. He is outraged and wants a showdown. Rambo. holding his head. and therefore able to withstand the life transfer. upstairs. is determined to go to Central City. The Doctor asks Ace where she’s driving to. Ace opens the door at the other end. a ball of blackness contained within the sphere. Dark radiance from the Remote Globe. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. he stresses. A senator has almost been murdered. while Sendet escapes through another exit. and gives a thumbs-down sign. Olberan volunteers to descend into the cellars. He found it a very miserable reservoir of mental energy. Ace realizes that if they are merely stunned. but Sendet tells her that the Doctor is alive. Ace catches the Doctor’s eye. says that is an excellent reason for going there. hearing footsteps. The door is locked. Sendet tells Terellion that the globe is draining the Doctor’s life. and eventually decides to leave by herself. she reviews the astonishing contents of Hortan Velid’s confidential files. but Ace remembers the security code that Olberan used and finds that it unlocks the door. Terellion watches aghast as the shroud of dark light withdraws into the globe. grabs the trolley.’ With Ace at the controls the speedpod. but she cannot find a way to access them. Ace’s gronkey reaches forward. The Doctor sits up. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. and runs with it to the speedpod. Olberan tries to curb her optimism. she will be found in the cellars. he says. The guards take up defensive positions in the doorway. Hearing Olberan approach. and seems pleased when she says she’s going to the North Continent. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building. steals Olberan’s blaster and hands it to Ace. she conceals the computer. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. This forces Olberan to accompany her. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. 17 . The Doctor explains that Sendet was right: he is a Gallifreyan. tells the Doctor he knows too much and orders the guards to kill him. Ace takes it and returns to the lift. but Ace will not be deterred. After telling Ace that using nitro-nine will attract too much attention. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. Olberan. He gives the trolley a shove and throws himself flat on top of it. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. Sendet closes the metal sphere. Ace disagrees. envelops the Doctor. He was glad to get away. The Doctor. ‘I’m driving this bus now. and he is determined to make Hortan Velid aware of the injustices being done in his name. Ace sets up the computer and manages to turn it on. Terellion. agrees. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. Sendet moves the sphere towards her and she screams. but he was able to escape from wherever the globe took his life-force. He and Ace must search again. after a rough start. not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. outruns the guards’ pods. but he insists that Terellion must be on the premises. It is only thinly guarded. explosions and blaster shots. and not a moment too soon: as they return to the speedpod. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone. the guards round the villa begin to stir. a gothic folly rising from the modern edifice. Sendet recovers his wits. The trolley trundles along the ray-filled corridor. There is a computer terminal set into a desk. but the other party seems unsure what to do next. Olberan reports that he has found nothing. then it is likely that the Doctor. Terellion and Olberan are appalled. and sends Ace. installed at the controls of the speedpod. is not dead. She is sure that if the senator is imprisoned in the building. Olberan hacks into the security system to gain access to the grounds. shouting over her shoulder for Olberan to stop shooting and follow her.

dishes and a thick cable that runs to the top of the tower. They find a gap in the tower’s structure. Ace says there is nowhere to land but in the clearing. they could spend years failing to find it from the air. however. and surrounded. As the craft lands. The room is empty except for a pillar in the centre. Olberan protests that they are wasting time. Ace points out that the guards don’t need reinforcements. He points towards the jungle: there is a strangely regular clearing. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. The Doctor says that they have been learning. in Pax and all over the South Continent. as Terellion almost was. but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. Ace says that if ruined spaceship contains anything important. Prompted by the Doctor. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. Terellion weeps as she 18 . The largest cluster of buildings is next to the thin tower. Arranged in groups across the clearing are modern domes and huts. it must be in the empty-looking nose cone. she says. Olberan leads Terellion in a rescue charge that proves futile and they are captured. they can only await capture. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. The intelligence becomes excited. was prepared to kill. While the Doctor and Ace run towards the tower. It looks like a ruined temple of a lost civilization. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. There are no doors. Velid’s opponents are probably being arrested and perhaps killed. who have never previously shown any capability of organized behaviour. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet. Ace takes the little craft still closer. Above the globe is a metal hood suspended by a thick cable. and not of human design. Halfway to the tower. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. The wall is a blank screen. gangs of the creatures can be seen carrying boxes. cannot be dissuaded from finding a way in. Ace’s gronkey returns to her and stares into her eyes. The guards advance inexorably. At its centre there is a tall. windows. The clearing is obviously not natural. staring alternately into the screen of the portable computer and the eyes of the gronkey. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. and from its roofs sprout aerials. They pause at a hole beyond which they can see only a black void. The apex of the spaceship is a circular chamber with a conical roof. that in Central City. Olberan points out that even if it is true. Ace’s gronkey abandons her and flees into the jungle. The two New Starhomers are amazed at the gronkeys. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. Olberan and Terellion provide covering fire from the speedpod. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent. As they run from the speedpod. As the speedpod circles over the endless rain forest. and that the Doctor is taking them on a wild goose chase. but the guards are overwhelmed. thin tower: it is leaning and much overgrown with foliage. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. each face is a moving mask of abject terror and anguish. Ace brings the speedpod down slowly. The Doctor explains that although the ship has been there for centuries or millennia. the guards close in. Hortan Velid. The Doctor. clearing undergrowth and digging trenches. Guards loom over the Doctor and Ace and take aim at point-blank range. Ace works out that the tower is in fact a spaceship. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. He leads the way into the dark chamber. At that moment the gronkeys arrive! Running silently from the jungle. It seems that the dark green mammals have been pressed into service as labourers. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. disarmed. on which rests a black globe from which darkness seems to emanate.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. one of which is overseeing teams of gronkeys. Soon there are hundreds of faces surrounding the foursome. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. it never entirely died. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. The Doctor concentrates and images begin to appear on the screen. Ace realizes they have reached a chamber that occupies the top of the tower. perhaps centuries before the first human colonists arrived. the little party struggles upwards through the interior of the ship. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. and she takes the speedpod down. rooms or corridors. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. and its insides consist of a maze of wiring ducts and hydraulic systems. The gronkey in the speedpod becomes agitated for the first time. The Doctor navigates. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast.

Now that he is president of the independent planet. and anyway dangerous for humans. the new knowledge was instantly available to all the gronkeys on the planet. gronkeys were trained to clean the black globe chamber. including those working in the black globe chamber. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. but the Doctor restrains her. such as Terellion’s guest Marna. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. deprived of the source of their extra strength. Ace disagrees. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. and he will go on to conquer all the worlds of the Federation and beyond. that resonated with an image. and to protect the gronkeys by diverting attention elsewhere. 19 . He orders the Doctor to touch the black sphere. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. Olberan threatens to kill the Doctor. and therefore have the potential to develop very quickly if given the right stimulus. The contraption crashes to the floor. Velid will crush all opposition.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. The screen goes blank. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. with no sign of intelligence. They communicate telepathically. such as Terellion’s for instance. nothing happens. saying that gronkeys are intelligent. picked up a mental signal from a nearby human. Ace’s gronkey leaps at Terellion. such as that of Marna’s late husband. catch!’ he says. he says. hands over the weapon and says that he had always thought Velid’s plan were too grandiose. The Doctor. Velid complains that Sendet assured him that to touch the globe was to die. After a struggle in which Ace and Terellion prove a match for the unaugmented youths. followed by Velid. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. he has an almost infinite supply of human intelligences with which to feed the black globe. His guards will be invincible. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. where it smashes into fragments. seen by the gronkeys in the spaceship. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. tossing the globe to Velid. Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. but he adds that his plans are more far-reaching. sparks flash from the torn cable. and Velid knew that someone would start asking difficult questions. The Doctor’s motives had been to find out whether Velid had something to hide. Although they appeared uncommunicative. Olberan shrugs. To Velid’s consternation. The Doctor picks up the globe again and concentrates. No one can stop him now. The Doctor tells Velid that the game is up. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband. Because the spaceship was so difficult to enter. hoping thereby to smother reports of people seeing ghosts. The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast. Her gronkey leaps from her shoulders and swings from the hood above the globe. Whenever a gronkey. He pressed ahead with his campaign for independence. the guards enter the room. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. and Ace realizes that the Doctor’s stratagem is about to be undermined. The guards. one of a species that has no corporeal existence and which lives as collective consciousnesses. but the Doctor says that there isn’t much point. Velid and a contingent of his superhuman guards are ascending towards the chamber. ‘Here. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. On the screen. Terellion starts to say that the Doctor has already survived one such attempt. Olberan picks up a blaster and points it at Velid. whispering that he has known for some time about Olberan’s deception. a hideous alien figure takes shape. The Doctor disagrees. these gronkeys were in constant mental touch with their fellows in the North Continent. are confused. distracting her. With a burst of blaster fire. but the Doctor says that it’s just a ball. Such sightings were occurring all over New Starhome. He congratulates the Doctor on the Time Lord’s correct assessment of the situation. He glances at Olberan. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. Velid is still smiling. and why the tough off-worlder has proved to be such an ineffectual ally. She launches herself at him. With New Starhome completely under his control. He speaks to the alien intelligence. Voices are heard within the ship. Ace. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. who turns the gun towards the Doctor. Olberan and Terellion are held at gunpoint while Velid gloats about his victory. Velid ignores the interruption and the Doctor picks up the globe.

but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. 20 . Depending on how it was written.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did. The Doctor agrees that it was a remarkable coincidence. foiling the villainy usually involves threats to the very life of the Doctor or. a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. as well as science fiction. you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths. The Doctor. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. or on the corrupting influence of political power. its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. And as usual. and telepathy. as well as perhaps a certain amount of brute force. TIME LORD adventures will also show this form of construction: the players. It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme. As in The Necromancers . aliens. has to find out what is going on. The Necromancers could contain a commentary on the evils of colonialism. for instance. will find themselves presented with inexplicable goings-on that will require investigation. Investigation usually reveals that the danger is far greater than was at first apparent. adopting the roles of the Doctor and his companions and allies. NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. however. it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller. Like the best science fiction stories. to that of his companion. as is even more likely. as well as the reader. but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. When you create your own DOCTOR WHO adventures using TIME LORD. it is not clear what the villainy is or who the villains are. As usual. Finally. A background theme of this nature is not essential.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

Have you enough time to follow the Kysarans into the tower. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. perhaps. hopes to project a fully rounded personality on stage. such as psychotherapy and management training. So are adults who put on airs and pretend to be more genteel than they are. Peering through the battlements. two management trainees might be pitted against each other in a hypothetical setting. If the Doctor is taken to the upper levels of the tower. In order to understand the personality of the character he is representing. they are play-acting. an actor imagines himself as the character in situations other than those that occur within the text of the play. Actors were almost certainly the first people to use role-playing techniques. As the above examples demonstrate. This technique is widely used by actors today. you hear voices. A psychotherapist might ask a patient to imagine himself as someone else — his own father. jump to the ground and take shelter in the nearby ruins. Perhaps you should continue with your plan. fighter pilots. mums and dads. just a few seconds’ delay. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting. His hands are manacled. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. and you risk being blown to bits along with the tower. After one final check of the crampons digging into the crumbling stonework. doctors and nurses. In the twentieth century. the character blusters when threatened. how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. with one playing the role of a personnel manager and the other that of a trade union official. you see the courtyard below is deserted. If. You try to steady your racing heart and your whirling thoughts. and most drama students are taught it. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations.DOCTOR WHO — TIME LORD Your fingers are trembling. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. Without the transmitter. you have to hope that no one spots it during the next few minutes. but nothing can be done about it now. anonymous in blood-red power armour. Every second counts. the message ‘COUNTDOWN’ flashes on the LCD. but just one slip. it is known as improvisation. so the transmitter has to be destroyed. The Kysarans take him into the tower. When you reach the roof of the guardhouse. the Kysarans’ Termination Fleet will be unable to make landfall. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. according to the script. gladiators. as it is when an actor performs the dialogue and actions of a play. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. your feet flail in the air until they find the first rung of the rope ladder. The ladder that snakes up the tower above you is obvious evidence of an intruder. You press the red button. he appears to be unconscious. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. you start to descend. is usually so structured that it is unchangeable. As you hang by your fingers. are marching across the flagstones towards the tower’s entrance directly below you. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. In these contexts it came to be known as role-playing. When children pretend to be hunters. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. and you have to decide now. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. you breathe a sigh of relief. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. Imagine yourself in this predicament. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 . Biting your lip. Between them they are dragging a prisoner: the Doctor. As you prepare to jump down to the courtyard. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. dramatic improvisation is useful in many other areas. You look at your watch: six minutes to detonation. on the other hand. The above examples are at the two extremes of a spectrum. the imminent explosion will finish him. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. by imagining his character in such situations. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. you lift yourself over the parapet. yet they remain open-ended: the decisions of the participants decide the course of events. Real acting.

uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. Other role-playing games soon followed. and indeed any DOCTOR WHO scriptwriter. there was no board. and their simplified offshoots of gamebooks and computer adventure games. soon. But as any writer of fiction knows.DOCTOR WHO — TIME LORD character. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. a hobbit in Middle-earth. The game reached Britain shortly after it appeared in the United States in the mid 1970s. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths. there are three elements in role-playing: a structure of rules and motivations that are supervised by one person. and a story produced by the interactions of the decisions made by the characters. Commercially available role-playing games and the hobby of playing them have a relatively short history. Role-playing has become popular as an entertaining pastime. who was an actor as well as a playwright. role-playing can be a silent. He would have sat. A group of friends gather together. But its arrival coincided with a surge of interest in games of all types. Thus a gamer can play the role of an interstellar explorer. Dungeons & Dragons was born. he usually uses a set of established rules to control the session. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters. Books. to a much lesser extent. villains and monsters. It is possible to imagine Shakespeare. real life. 23 . They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. It consisted of just three densely printed rule books. putting himself into the personality of each of the characters in his plays without leaving his writing desk. one of the group acts as the supervisor. The first and best known game was Dungeons & Dragons . thinking himself into a role — for instance that of Hamlet. sedentary exercise. is the ideal subject for a role-playing game. Many hundreds of role-playing games have been produced. no counters. were and are dominant within the hobby. generals and wizards who led the armies. They tend to reflect the genres of popular fiction or. an unusual sort of game. to give life to the individual heroes. Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. elves and goblins fought across a fantasy world. Role-playing games. a private investigator or a modern infantryman. the other participants thinking themselves into the roles of the characters involved. and they create a story between them. or even one of the Beatles in a short-lived product entitled Yellow Submarine. DOCTOR WHO. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. Having created a wargame campaign in which massed battalions of model humans. To avoid chaotic disputes about who is permitted to do what. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. dwarfs. and no definite objective except to create an adventure. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond. quill in hand. At first it interested only a very few people: it was. a sword-wielding warrior. a member of a starship crew in Star Trek. after all. each adopts a role.

This book is the rule book for the DOCTOR WHO role-playing game. he will find his task relatively simple: he will be told how many players the adventure is designed for. similar to one four-part DOCTOR WHO television story. The referee devises in advance the setting and basic plot of an adventure. how difficult the adventure will be to complete successfully. pens and dice. and he will have to prepare the adventure in advance of a game session. along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. these can be drawn in advance by the referee. for ever. each of whom controls one character. 24 . It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. and even models to help the players visualize the setting of the adventure. TIME LORD works best with one referee and three or four players. Under this arrangement the players can talk easily to each other. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part. with the referee at the head of the table and slightly apart from the players. First. Once again there are practical constraints. if any. unending. because ideally all the players should be seated round the same table.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. in theory. will therefore be usual. roughly how long it will last. episodic epics. inventive storyline. such as the one in Part Five. it provides background information and guidelines for creating adventures. no other special components are required. where the referee may want to place diagrams. which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. There are also space constraints on participants. Other equipment may be introduced at the referee’s discretion. Apart from a copy of this book (which only the referee needs to have. The referee. EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. will be rare. If he uses a ready-made adventure. It is also difficult to gather the same players in the same place at the same time over and over again. and whether he should provide any equipment other than the dice. and what equipment. The function of a role-playing game rule book is twofold. or he can use one of several types on sale in games shops. the referee may choose to treat it as simply one episode in a longer story: the game can continue. and they can all see the centre of the table. One of the most useful playing aids is a set of floor plans. how long the game will last. The referee has a considerable responsibility. One-off adventures. too) the only equipment required is a supply of paper. It is more fun and more satisfying for the referee to create an adventure of his own. quick-witted and resilient of referees. a referee cannot be expected to come up with a continuous. can see and hear all the players. he administers the game. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. such as the Doctor or one of his companions. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. Even when an adventure comes to an end. for the use of the game’s supervisor (known in TIME LORD as the referee). but this takes time and requires considerable planning and some previous experience of the game. interprets the rules and plays the roles of the villains. monsters and minor characters. Second. although each adventure will probably be designed for a specific number or a set maximum number of players. among them the participants’ need for sleep and sustenance. DURATION OF A GAME A role-playing game need have no time limit. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. will be required. meanwhile. maps. although the players will find it useful to have copies. and it is all that is needed apart from two ordinary six-sided dice. pens and paper that are required for every game. pencils and paper to start creating and playing new adventures. The players take on the roles of the major characters. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. they have a solid surface on which to rest their notes and to write.

when a skirmish takes place during an adventure. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store. not about manipulating the numbers that are used to define his physical and mental prowess. and look forward to that relaxing holiday that the Doctor has promised them on Florana. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. Floor plans and figures are particularly helpful.DOCTOR WHO — TIME LORD Miniature figures. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. Finally. sketches and maps. the adventure can commence immediately. the players co-operate to explore the setting and overcome the obstacles created by the referee. Such maps and charts can be as simple as a helpful scrawl. If the players fail. his companions and even enemies such as the Master and the Meddling Monk are all characters. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. usually one for each character in the adventure. a group of two players might choose to play Jo Grant with the third Doctor. while others are more like detective stories in which the players’ objective is to solve a mystery. scribbled quickly to clarify a particular question. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. does not encourage the players’ characters to take part in looting and pillaging. Suitable figures can be found at specialist games shops. or by accumulating a predetermined amount of play money. Metebelis 3 or the Eye of Orion. He gathers together a supply a pens. Apart from the crucial business of keeping their characters alive and functioning. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. exceed that which the players’ characters find out during the course of the game. All characters have beliefs and mannerisms that make them unique. When carefully painted. It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. and the savage monsters or power-hungry aliens. their characters may end up hurt or even dead. A role-playing game is different: instead of competing. which are used to represent the players’ characters. averting catastrophes and righting wrongs. Captain Yates and Sergeant Benton. all are provided and managed by the referee. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. Suitable groups are listed with the details of each Doctor in Part Four. He invites players. the game finishes when one of the players wins by eliminating all the other players. pictures. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . their characters work as a team. those adopted by the players are player characters. Barbara Wright and Susan Foreman in addition to the first Doctor. Those characters that are played by the referee are called referee characters. for instance. paper and dice. although the players will no doubt make their own notes. but in nearly all cases the key to success for the players is co-operation. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. of course. Which characters are played depends on the adventure the referee has planned and on the number of players. minor characters and monsters. TIME LORD is about playing such aspects of a character to the full. THE OBJECTIVE In most games the players compete with each other. and the opposition is provided by the referee. to both referee and players. and character sheets. TIME LORD. If not. if they succeed. the referee explains how a role-playing game works. The players do not oppose each other. they can take satisfaction from a job well done. to a gaming session. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react. models. TIME LORD adventures involve the players’ characters in solving mysteries. The information provided in this way should not. The villainous plot or imminent disaster. He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. true to the spirit of DOCTOR WHO. describes the background of the characters. Many role-playing games manage to combine the two aims. If the players are familiar with DOCTOR WHO and TIME LORD.

The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. so get involved only if you can get the advantages of surprise or numbers. Role-playing is like acting: some people are good at it and others are appalling. for example. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players. Such characters are ideal choices as new companions. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. Fighting is dangerous. made friends with a Chinese girl. The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. surrender to buy thinking time. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. so running away is always a good idea if the Daleks are still approaching. TIME LORD is a game and is meant to be fun. 26 . This is the essence of a role-playing game. There are some splendid examples of bad acting in the television series. dodge everything unless you are very competent in close combat. in Battlefield and teamed up with her to find out what was going on. If the enemy is in strength. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. for example. A player who. in the TIME LORD game they can easily join the Doctor on other adventures. once they are on top of you. should not be daunted by the character they are given. The enjoyment should come as much from playing a character well as successfully completing an adventure. In Delta and the Bannermen. especially those who are unfamiliar with role-playing. Ace. Shou Yuing. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role. the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor.DOCTOR WHO — TIME LORD carry on playing in future adventures. is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure.

You will need two dice. If you play Switchback twice. Running 1 Knowledge: 4. because there is no human referee to respond to the potential variety of your character’s behaviour. you will appreciate how these different ability scores affect each character’s actions. Each ability has a numerical value. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan. your character will be offered only a few options. and Jamie were to meet an unfriendly monster. In a real game with a human referee. you might decide that Jamie would attack. the Australian air hostess. providing you with information about your character’s situation and prompting you to decide what your character should do. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. paper and a pen will be useful. and Jamie. Within these limitations. have been made.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. Edged Weapons 2. there is no referee: the book controls the game. Alongside each illustration you will find a list of the character’s abilities. HOW TO PLAY Before you start you should choose which character you want to play. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. The use of these numbers will be explained in the course of the game. Independent Spirit 1 Awareness: 3. Artist 2. The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. More significantly. Cheat Death 1 Control: 4. Mountaineering 2 Size: 4 Weight: 4 Move: 3. which also have numerical values. or pretend to faint. Wounds 4) Make a note of this page number. the Highland piper. In Switchback. however. too. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. the possible actions of your character are almost infinite: if you were role-playing Jamie. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. Next to some of the abilities you will see special abilities. This Switchback excerpt has been adapted to use the TIME LORD game rules. you will gain a good idea of how a game of TIME LORD progresses. Driving 1. but Tegan has a higher Knowledge ability. Cheat Death 2 Control: 4. 27 . Running 1 Knowledge: 3 Determination: 4 Awareness: 3. Marksmanship 1 Size: 3 Weight: 4 Move: 3. A few unavoidable simplifications. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. Con 1. Marksmanship 2. for instance. Jamie McCrimmon Abilities and special abilities Strength: 5. Acute Hearing 2. Brawling 2. you will need to consult these character sheets while you play Switchback. once as Jamie and then as Tegan. or run away. for instance. TARDIS 1 Determination: 5. or dance a reel. Full details of these characters are given in Part Four on pages 84 and 76 respectively. or anything else that you decide Jamie might do. As you play it. First Aid 1. or play the bagpipes. however. Acute Hearing 1.

if not. Using even a simple control requires some skill and knowledge. leaving you in the TARDIS control room with strict instructions to wait until he returns. If you decide to hurl yourself at the creature and attack it. you fail. think yourself into your chosen role. The TARDIS consists of very advanced technology. Just so you know whether you are right. You turn a corner and see an illuminated cubicle that looks something like a lift. Good luck! THE STORY SO FAR The TARDIS has stopped moving. raucous grinding sound. Subtract the lowest number from the highest. Whether or not you succeeded in turning off the time rotor. your body tries to recover. turn to Module 11. The result is the difference that you have to beat in order to recover. that you have wandered into a maze of corridors. there is light ahead. Module 3 Your weapon is suitable for use only in close combat. if you failed. and you have just learned how to use it. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. A ball of fire seems to engulf you. turn to Module 4. inert and unconscious. Turn to Module 1. If the result is equal to or less than the difference. weaving and dodging as you move. and the control box cannot automatically control you in the way that it controls a Drekkar. turn to Module 14. you wander into the darkness. much to the Doctor’s surprise. with a view to attacking it later. You step into it without hesitation. he has gone to explore outside. Now back to the adventure: if you managed to stop the time rotor. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. The blaster inflicts 6 Wounds. Fortunately. If you would rather advance on it cautiously. the light starts to pulsate. You lie there. Subtract your Strength from 6. You eyes are not deceiving you. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1). You sense. you manage to switch off the time rotor. The viewing screen reveals nothing except darkness. The Doctor has tried without success to make his craft take off again. A shutter descends behind you. Your Knowledge represents. It has an Determination ability of 1. but you are powerless to avoid it. a Drekkar’s Determination is lower than a human’s. you become aware of a regular droning noise. In time. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster. if you are playing Tegan. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. among other things. your understanding of technology. Module 4 The darkness is almost absolute. Roll two dice. You have taken 6 Wounds. Instead.DOCTOR WHO — TIME LORD Now choose your character. turn to Module 13. you fail to recover. If the result is greater than the difference. Roll two dice. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. read The Story So Far and follow the written instructions. which with its Hypnotize special 28 . your ability to operate the TARDIS should be 3 if you are playing Jamie. you regain consciousness and. he will be stranded and you will be adrift in time and space. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. What is your Knowledge? Look it up on your character sheet. with an aching head and shaking limbs. so you can reach it. turn to Module 7. Tegan must beat a difference of 1). and you wait for the cubicle to start moving upwards or downwards. although the Doctor has been unable to understand the sensor readings. With your hands outstretched you stumble towards the dimmest hint of light. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. so you will have to close with the Drekkar before you can attack it. You must try to work out how to switch off the dematerialization sequence. If the result is equal to or less than the difference. Suddenly you hear a noise: a familiar. If you have the TARDIS special ability. turn the page. It seems to have materialized somewhere. If the result is greater than the difference. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. You must do something. Subtract the lower number from the higher. your Knowledge on its own is your ability score. He has decided that he has to find out where the TARDIS has landed. rather than see. turn to Module 5. you stare at the bewildering array of flashing lights. Subtract your ability score from the difficulty (6) of the task you are attempting. you should have worked out that your ability is 5. add that number to your Knowledge to determine your total ability in this case. Rushing over to the central console.

Module 9 You throw yourself through the door. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4. If the result is greater than the difference. which in this case is 1. Roll two dice on behalf of the control box. Subtract the lowest number from the highest. It moves. Your Determination is higher than 3. You do not wait to find out how quickly it recovers: you run into the darkness.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. Look up your Strength score on your character sheet. try to beat the difference. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. Roll two dice. Subtract the lowest number from the highest. You will find out later — perhaps — that the creature is known as a Drekkar. Make a note of this value. turn to Module 10. The TARDIS is obviously on the point of dematerializing. then a light appears in the distance. only to find that the outside world is darker than the interior of the TARDIS. The Drekkar has stopped moving. turn to Module 2. if the result is equal to or less than the difference. This task has a difficulty of 5. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. The floor sounds as if it is made of metal. Subtract 3 from your Determination: the result is the Difference that the control box has to beat. Module 7 You zigzag towards the Drekkar. so the control box has to beat the difference to subjugate you. but you still have to try to beat it and there is still a chance that you might fail. the time rotor slows and stops. The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. the more confused you become. Behind you. It has a Strength of only 2. on behalf of the Drekkar. landing with a crash on the metal floor. Wounds 6). Module 5 You simply cannot work out how to shut down the dematerialization sequence. turn to Module 12. Your footsteps echo faintly. The longer you gaze at the winking displays. Opening the door will be a real test of your strength. the occurrence of which is beyond the scope of this small solo game. The Drekkar topples slowly and silently. lumbering. Roll two dice. Turn to Module 18. You squeeze through the half-open door. The time rotor accelerates relentlessly. and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. If your Strength ability score is 5. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. metal skin (counts as Armour 5) 29 . Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. Module 6 You cannot resist the power of the control box. you cannot make the door budge. Now. You can see nothing at all at first. suggesting that you are in a cavernous void. Turn to Module 4. You run to the side of the room and throw yourself at one of the huge doors. turn to Module 6. the Drekkar’s shot misses you. metal-encased humanoid. you manage to push the door open. Turn to Module 19. If the result is greater than the difference. Consult your character sheet and calculate this difficulty. trying to prevent it taking aim at you. If the result is equal to or less than the difference. It approaches slowly and you can make out the shape of a tall. and subtract the lowest number from the highest. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience. If the result is equal to or less than the difference. If the result is greater than the difference. You become a brainless slave. the Drekkar hits you. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. the difference is zero (5 minus 5 equals 0). but only a little. Module 8 The Drekkar is less impressive than it looks. Turn to Module 9. and the lights fade as every other circuit in the TARDIS seizes up in sympathy.

In a full game of TIME LORD you would be given further opportunities to try to recover and. The weapon jerks upward in the creature’s claw.) Your total ability is greater than the Difficulty. If you carry on running past the Drekkar and into the darkness. He sounds distinctly peevish. you become aware of a familiar voice intruding into your mind. The control box is unable to overwhelm your will. (Tegan’s Marksmanship special ability will not help her to use a laser cutter. You can seize your chance to attack it or to run clear. As it stops. Module 14 Your attempt to recover from your wounds has failed. however. Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head. but you know you cannot repair it by yourself. but there is no reply. Every circuit in the TARDIS is failing. Consult your character sheet. and that’s ten minutes too long as far as I’m concerned. the Drekkar. for you have taken your character out of the erratically behaving TARDIS. Your total ability is your Control plus any relevant special ability if you have one. but even as you charge you see a spurt of light from the muzzle of its weapon. When the Drekkar is about three metres away from you. but you remain unconvinced. You have to find the Doctor. Turn to Module 9.DOCTOR WHO — TIME LORD You call out a greeting. Subtract the lowest number from the highest. turn to Module 4. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. You would probably survive. The lights are fading fast. the Drekkar’s shot hits you. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. You hold your breath: the time rotor begins to slow. If you decide to attack. but your weapon inflicts only 4 Wounds — less than 30 . and you are close enough now to hear its muted curse. and make a note of it. The damage you inflict is equal to the Wounds rating of your weapon. and put my mind back into it. turn to Module 2. You have no idea what is wrong with the TARDIS. there is always the possibility that the referee would arrange for someone — the Doctor. As the mental pressure recedes. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. at least for the time being. or relative smallness. Module 15 You try to strike the Drekkar. Turn to Module 19. however. And do hurry up about it. a total of 4. turn to Module 15. Module 13 Your fingers stab uncertainly at the controls. You feel your way through the darkness to the door. find my body. Turn to Module 19. If the result is higher than the difference. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. If the result is equal to or less than the difference. your sigh of relief turns to an exclamation of alarm. Turn to Module 15. Just in time. but you can take no further part in this adventure. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). Roll two dice on the Drekkar’s behalf. You have only two choices: run (turn to Module 16) or attack (turn to Module 3). of course. it lifts some sort of gun and points it at you.’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. Congratulations are in order. ‘There you are last!’ says the Doctor’s unmistakable voice. the Drekkar misses and you get your turn to attack. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. calculate this difficulty. Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. so there is no difference to beat: you automatically hit the Drekkar. as a Drekkar is quite large. encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine. you throw the door switch before all the power disappears and the doors inch open. Now run along. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. of your target which in this case is 2. a passerby — to give you medical attention.

Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. and you know the TARDIS has come to rest. turn to Module 2. and then you should study Part Five. 31 . Now let’s plunge into Part Three. the relevant ability of your character and therefore the difference you would have to beat. this adventure is at an end. But don’t start rushing to design your own adventures just yet. close combat and ranged combat. the Drekkar’s shot has struck you. Subtract this total from the difficulty to produce the difference — the answer should be 3. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. You will just have to hope that the Doctor finds some way of rescuing you. Roll two dice. Will you try to dodge the next pulse of energy (turn to Module 7). for the moment. using first one character and then the other. but as it lumbers after you it takes a shot at you with its blaster. Subtract the lowest number from the highest. The result (1) is the difference that you have to beat. the use of an ability to resist a mental attack.DOCTOR WHO — TIME LORD the Drekkar’s Armour. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. turn to Module 8. Roll the dice and subtract the lowest number from the highest. Eventually the time rotor slows to a stop. If the result is greater than the difference. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point. many examples of the effects of different abilities on the balance of play. The result is the difficulty of the Drekkar’s task in hitting you. Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. however. You will need a thorough understanding of Part Three and Part Four of this book. But you could be anywhere in time and space. This small extract from an adventure includes: the use of an ability to attempt a simple task. If the result is greater than the difference. If you were playing the character of Tegan or Jamie in a real game. which is a detailed exposition of the TIME LORD rules. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour. But if you play through this solo game a few times. turn to Module 17. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. which is full of information for referees. and frequent use of the basic rule of TIME LORD: beat the difference. you will find that you learn a great deal about the mechanics of playing TIME LORD. A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. Otherwise the pulse of blue energy crackles harmlessly past you. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing. whether you are playing Jamie or Tegan. Module 16 The Drekkar has a Move ability of only 2. the referee would know the difficulty of each task your character might attempt. much of which will be very useful to you as a player. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). turn to Module 4. You find yourself staring into the smoking muzzle of the energy weapon. your weapon slides harmlessly across the creature’s armour. minus the difficulty caused by its movement (1) — a total of 3. your blow penetrates the Drekkar’s Armour. If the result is equal to or less than the difference. The Drekkar has to beat this difficulty of 3 to hit you. recovery from wounds. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1. It merely continues to bring its blaster to bear on you.

DOCTOR WHO — TIME LORD PART THREE How To Role-Play A DOCTOR WHO Adventure 32 .

so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. Where TIME LORD refers to a common ability. Weight. can largely make do with knowing only the few rules in this chapter. only the referee knows the difficulty and therefore the difference that must be beaten. The result of rolling 1 and 6 is 5. after all. Whatever the character is doing is well within his ability to accomplish. They indicate what he can or cannot do in terms of TIME LORD’s rules. The best result is 5. It is important to understand what is meant by abilities. Experienced role-players will probably find that much of the structure of the game is familiar to them. He fails if the result is less than or equal to the difference. for example. TIME LORD uses the difference between the numbers. A special ability is an ability that enhances one of these eight common abilities: Marksmanship. Move. TIME LORD. Knowledge. because their values are added to the appropriate common abilities instead of being used on their own. however. There is a chance that the character may fail because he is attempting something that is beyond his ability. however. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. Control. the referee needs to set aside time to read the rules at least once. only the value of the special ability on its own should be used: the value of the common ability is not added. and his player does not have to roll the dice. using many-sided dice in different ways to determine the outcome of events. Each of a character’s abilities is assigned a numerical value. Whenever the rules ask a player to beat the difference. A character whose ability is greater than the difficulty automatically succeeds. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. that the referee may tell him to roll the dice just for dramatic effect: the player. To make it clear which value should be used. 33 . In most cases. it is one of the eight abilities that are common to all characters: Strength. judging from the scuff marks in the soil on both sides. in which case they should feel free to play after only skimming the rules. Determination and Awareness. where the numbers on the dice are added together. Both dice are always rolled together and the result is always determined the same way. but Nyssa is finding it tough going in her Traken court shoes. usually 1 or 2. and how to take turns before trying to learn the rest of the rules. however. enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. If the rules say special ability. and Tegan’s player decides they have to jump it to follow him. the result is 0 if a double 6 is rolled. how distance and movement affect game play. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. and this value is known as the result. the worst result is 0. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt. The rules of TIME LORD. Players. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. typically from 1 to 6. It is the referee who needs to have a more thorough grounding in the system. Unlike most other games. who has sprinted off ahead of them across rough terrain. or have it explained to them by someone who knows the rules. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. Players and the referee should read this chapter carefully. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. Size. how to use the dice. Tegan and Nyssa are trying to catch up with the Doctor.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. In the course of the game. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail. He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. however. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. The lowest number rolled is subtracted from the highest. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. players should trust his judgment. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. Special abilities typically have low values. the result of rolling 3 and 4 is 1. USING DICE Role-playing games can be complicated affairs. They are confronted by a chasm that the Doctor has clearly jumped. It is possible.

most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. and is used in combat to modify the chances of hitting someone with a gun or blaster. The referee should sketch a bird’s-eye view of the characters’ surroundings. It also affects the chance of spotting something or someone concealed in an area. Range is measured as the distance from one object to another. objects in adjacent areas are at a range of 1. Special features such as furniture or trees can simply be drawn on the notelets. A nine-area location. but Nyssa’s player needs to beat a difference of 1. are at a range of 0. such as plastic tiddlywinks. This is especially so if the characters get involved in a fight. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. Both characters have Control 4. more could be added to allow Ian and Barbara to run in any direction from the Daleks. Barbara is at a range of four areas from the Daleks. could be represented by nine notelets arranged in the right shape. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops. so Nyssa’s player now needs to beat a difference of only 0. Figure 2: Areas. just as one square on the board can contain a number of playing pieces. tables. Sometimes. Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. When the referee draws up a plan of a location for the players he should divide it into areas. More notelets can easily be added to a location to maintain a sense of distance. An area purely indicates a tactically important space. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. Distance in TIME LORD is measured in areas. Objects in the same area. The notelets should be arranged so that each row of squares is staggered. all the plan has to do is allow players to envisage where they are. Nyssa’s player decides that it is foolish to try the jump in shoes. and has decided the relevant ability to use is Control. they contain lead and are not recommended for small children. not including the area that the first one is in. whether it is outdoors or indoors. however. however. The area just groups characters together to indicate the proximity of one to another. Counters. The scale does not have to be accurate. referees and players may find it more convenient to represent a location using a number of tear-off square notelets. COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. especially if the characters are running across countryside. Tegan’s player has to beat a difference of 0 for his character to make the jump. benches or trees. Ian is at a range of two areas from the Daleks.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. and leaps. takes them off. for example. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. such as those about 10cm square used for telephone messages. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2. Ludo counters or coloured pieces of cardboard. Ian is at a range of two areas from the Dalek. This distance is the range. Instead of drawing up a plan. therefore. and mark on key objects such as the TARDIS. One area can contain a number of characters. however. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. The ideal ones are made of metal and are 25mm to 30mm high. The referee lowers the difficulty to 4. 34 . which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. In buildings.

however. There are two types of turn: the action turn and the research turn. a turn is used to determine what all the players can do in the same amount of time. loose sand. such as scientific research or clearing away the rubble from rockfalls and cave-ins. although the First Doctor has Move 2 to account for the limitations of that particular generation. shingle beaches and bracken-covered or gorse-covered moorland. The effects of terrain are always cumulative. The difficulties given for terrain are only guidelines. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. flat ground such as short grass or indoors. can levitate up or down stairs. A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. Work that takes a long time to accomplish. Research turns mark the progress of time during an adventure. Each area of easy terrain has a difficulty of 1. stony ground of a typical chalk pit all increase the difficulty of moving. is not the number of areas he can move: it is purely his ability to cover distance. Daleks. Conventional boardgames usually use a turn to limit what one person can do. pavements. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. Obstructed terrain has a difficulty of 2 an area and includes jungle. Each area that a character moves presents a cumulative difficulty. On ordinary. floors in buildings and open woodland. roads. but this requires phenomenal amounts of energy and is accomplished only slowly. work themselves out without anyone having to tell the participants what they can or cannot do. Most humans have Move 3. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move. Move works the same as any other ability. however. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. A character with the Driving special ability adds his Driving to the Move of. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. however. Each research turn represents 15 minutes of real time. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. such as strong underwater currents or virtually impassable terrain. such as shooting a gun or evading an attack. but is assumed to have stumbled or tripped in his effort to move faster. TIME LORD is a game. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. TERRAIN Not every piece of ground is easy going: long grass. stairs are only a minor handicap to the Doctor and his companions. In this way. each area presents a difficulty of 1 to the character’s movement. where progress is likely to be slow. water. play then passes on to the next person. He still moves in the direction he intended. If the player fails to beat the difference. say. If a character uses such a special ability it counts as his action for the turn. He would need to roll a difference of 3 or more on the dice. a car or motorbike to travel further than normal. This counts as the character’s action for the turn. Easy terrain includes open flat ground such as parkland. A character may have special abilities that enhance his Move ability. a character who wishes to move three areas faces a difficulty of 3. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. mud. for example.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. although it may take more or less time than that to resolve the actions which take place during such a turn. In TIME LORD. Areas of terrain with a difficulty of 3 are rare. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. is regulated by research turns. Such a character may still have an action in that turn. overgrown woodland. because some characters may find certain types of terrain more difficult than others. Their actions and reactions to other people. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns. scree and the rough. A character’s Move. 35 . hills.

Movement is an exception to the number of abilities that can be used in one turn. such as Control. Their characters’ actions are predominantly of the moment. In this way it is possible for characters to close on an enemy and attack. the results are worked out and then applied simultaneously.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. A character who wants to shoot someone uses his Control or Marksmanship abilities. It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. and the use of such an ability is called an action. Marksmanship. one who wishes to analyse a plague virus uses his Science ability. Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities. or even to flee from an enemy before firing. Each player says what he wants his character to do when asked by the referee. ACTIONS Each character can in general use only one ability during a turn. The players say what they want to do in a turn and the referee works out what this means in terms of actions. such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. 36 . The referee decides when one turn ends and the next one begins. Running or Science. There is no set order of events in a turn.

for example. a large adult would be Size 3. If the Doctor has to analyse the weakness of an enemy so that he 37 . It is important to understand that the bigger a character’s Size ability. his agility. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings.DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers. where the Size of the opening is the difficulty of squeezing through. is a savage yet is descended from technologically minded ancestors. The ability is as much a guide to fitness as it is power. A small or lightly built human would have a Weight of 3. such as the twenty-first century. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela. All objects also have Weight abilities which determines how easy they are to pick up or carry. might indicate a character from a primitive background such as medieval Europe or even Roman times. Most human characters have a Weight of 4. the smaller he is: Size is just a measure of relative smallness. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. Eight abilities are common to all characters: the physical abilities of Strength. An animal such as a horse has a Move of 4. The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. both species move at about the same speed. with six being the best. A human has a Move of 3. A character with high Knowledge would typically come from a point in Earth’s future. for example. Abilities not only indicate what a character can do. Control. say Size 2 or 3. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. the rules assume that most targets are the same size as an average person: Size 3. The ability is not measured in pounds or kilograms. however. These rates of movement. a heavily built human would have a Weight of 5. each value represents a broad range of mass. and the mental abilities of Knowledge. are Size 4. are slow. so a character can be short and fat or tall and thin yet still have the same Weight. Strength is the ability used to determine whether poisons take effect. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed. however. it also determines his defence against attacks from opponents. By default. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology. as does a Cyberman. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. they are also a measure of his resistance to another character’s abilities. Determination and Awareness. SIZE Size indicates a character’s height and build. Each ability has a numerical value of one to six. and how quickly the character recovers consciousness or heals once he is wounded. WEIGHT Weight is a measure of the mass of a character. Size. A character from the future. CONTROL Control is the measure of a character’s agility. Particularly old or feeble characters may have a low Move to represent their frailty. MOVE Move is the character’s ability to cover distance and is determined by the character’s species. hand to eye co-ordination and whether the character is clumsy or articulate. Low Knowledge. Big people. Small adults and children. Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. for example. It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. Control is the ability used when a character has to leap chasms or climb trees or mountains. STRENGTH Strength is the character’s muscular power. The ability is mainly used to determine how easy it is to hit a character. It represents suppleness. The ability is also a measure of a character’s endurance. Weight and Move. his powers of deduction and so on. Abilities represent a character’s muscular power and toughness. however.

Each one is a specialization of one of the eight basic abilities. Anyone who enters the TARDIS for the first time will find their Knowledge tested.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. so she decides to jump up to get a hand hold. It represents the character’s senses and his ability to communicate. Marksmanship. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. his Knowledge determines how long it takes him to solve the problem. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination. When facing the Master. Cowards or natural survivors usually have a low Determination. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. or they can be unusual natural talents. The player whose character is attempting the challenge compares the character’s ability with the difficulty. AWARENESS Awareness is a character’s ability to react to his environment. it is the ability to doubt. All abilities give the players information that can be used to develop the personalities of characters. it is Knowledge that gives the characters a chance of remembering or thinking of such details. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability. whether by speaking or through writing or art. for example. Great orators and diplomats would have high Awareness. Determination is used to decide whether a character is influenced by the words or actions of another character. a character has a chance of succeeding or failing in the attempt. DETERMINATION Determination is a character’s mental resolve. called special abilities. a skill which relies upon his ability to interpret their mood and upon his communicative skills. OTHER ABILITIES Most characters have other abilities. Whatever the nature of the challenge. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence. A character who is negotiating with other characters also uses the Awareness ability. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. The ability of Marksmanship. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. In effect he must beat the difference to succeed. The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. this chance of success or failure depends upon his abilities. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. increases a character’s Control when he fires a gun. Knowledge also is a character’s ability to believe or disbelieve in the improbable. Jo Grant is locked in a room which has a high window. The player has failed to beat the difference. it is the character’s Awareness that decides if he succeeds or fails. A special ability enhances the appropriate common ability when it is used. the value of a special ability is rarely used by itself. and the player must roll the dice to determine whether the character succeeds or fails. These special abilities typically have a value of 1 to 3. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. Even by moving furniture she cannot quite reach the sill. It represents his ability to stick at something despite adversity. Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. sports and work. Special abilities will often indicate quirks of behaviour that can be highlighted. The appropriate ability for this challenge is Control and the referee 38 . HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. If a character encounters a hideous creature. Guidelines on assigning difficulties are given in the referee’s section. He is trying to influence their behaviour. for example.

either by mimicking that person’s voice or by physically impersonating him. which means the difference is 1. given time. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. Animals will regard such a character as friendly. could use this ability to help him jump a chasm. for example. whether it is a longbow or a crossbow. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions. however. tigers or elephants. Such a character could. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space. Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation. lions. Acting [Awareness] Acting allows a character to play the part of another person. is effective only if each person involved can communicate with the other. one with Escapology could apply the ability if he were held captive and tied up with ropes. hungry predator can be dangerous. although even a friendly. The character may have to dress appropriately to be convincing in the role. Bargaining. an advanced form of navigation that allows explorers to find their way around the universe. The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. Jo has Escapology 2 and Control 3. The person playing Jo needs to beat a difference of 1 on the dice to succeed. A character with Leaping.DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. The common ability that each one enhances is given in brackets. She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. 39 . a circus performer or a zoo-keeper. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. The ability extends to reptiles. the character has experience of handling animals such as horses. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. Animal Handling [Determination] Whether as an animal trainer. Jo’s Control is 3. USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

Cheat Death enables a character to survive damage that would ordinarily kill most people. Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers. Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. quarterstaff. The ability allows a character to build cybernetic parts and devices which imitate other abilities. Referees can choose to have the character solve a code by simply rolling the dice. it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. the use of mechanical and electronic components to replace organic limbs and organs. however. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them. Human scientists. mace or walking stick. A character with Strength 3. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. in combat. 41 . Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses. his peers at least will recognize his talent. Cryptanalysis might prove useful in addition. such as a club. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. have also studied the subject. In effect. Cheat Death extends the range of Wounds at which a character is seriously wounded. A character in this state. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. may not dodge in combat. Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. however. 1960s go-go or 1990s house. can take 6 Wounds before dying.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. such as salute or shoulder weapons. Whether the character is skilled at formal court dance of the 15th century. Computing is also a character’s ability at cracking computer security. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying. such as a replacement eye which would allow the character to see infra-red light. With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. for example.

and a character with this ability will rarely put a foot wrong when addressing important people. the one with the highest special ability reacts first. and how to build new ones or alter existing ones. It does not include the ability to sound like another person. contortionism. what they do. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. Driving [Move] Driving allows a character to control vehicles such as cars. Ace is the Doctor’s companion who knows most about explosives. nitro-nine. for which a character needs Acting. she developed her own. It implies a knowledge of procedures. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. although the Doctor usually frowns upon its use. plastics and ceramics and how such properties can be employed in construction. On an immediately practical level. Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles. Driving also allows a character quickly to familiarize himself with a strange vehicle. make-up and clothes so he resembles someone else. Nitro-nine has proved usefully destructive at times. stance and mannerisms so they are unlike his own or like those of someone else. motorbikes. It combines subtle body movements. First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. When a character with Fast Reactions encounters another character with Fast Reactions. It is also the ability to develop new types of explosive. although even she found some knots were difficult to untie quickly. it indicates that a character knows how to handle badly injured patients. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits. First Aid is the ability to bandage and splint injuries. With this ability a character can effectively change his height. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. Jo Grant learned Escapology as part of her training as a UNIT agent.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. The Master frequently disguises other people to resemble himself so he can make his getaway. Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. axe or spear. jetbikes and hovercraft in difficult manoeuvres. A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again. A character uses his total ability of Knowledge 42 . lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention.

Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. 43 . Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people. Only the character’s fists are used. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. A character with this ability may need the help of an object to hypnotize someone. Independent Spirit increases a character’s resistance to Con or Command. they will usually rebel and follow their own course of action. Intuition [Awareness] A character with Intuition can sense when something is not quite right. Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles. The difficulty of sensing something depends largely upon the extent to which it would affect the character. A character using Fisticuffs inflicts Wounds equal to half his Strength. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison. Gambling [Awareness] A character with Gambling is skilled at games of chance. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance. the Master’s technique is simply to say: ‘I am the Master and you will obey me. Its main use is for entertainment. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance. waiting behind a filing cabinet ready to attack the character. Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. or they may be able to do it just through the power of words. whether by luck or through an ability to cheat without being noticed. and remains in firm control of his mind. Someone may have been in a room before he entered or that person might still be there. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. but heals only an amount equal to his special ability on its own. A character with this ability may be compelled to gloat in such circumstances. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain.’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon. for example. Gambling also gives a character a chance of noticing whether another gambler is cheating. The ability is added to Determination to resist the effects of hypnotism and so on. giving his captives time to formulate a particularly cunning plan of escape. A character with Iron Constitution can also endure long walks or run for long periods without tiring. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows.

inspiration and a grasp of the weaknesses of an enemy. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. It represents scientific knowledge. 44 . who can also jump up to grab ledges. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. Should communication prove impossible. Leaping [Control] Whether through athletic training or natural ability. all guns work in the same way. chandeliers or tree branches. however. enabling him quickly to knock out or disable opponents. The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. Gaping chasms present little challenge to such a character. Mechanics [Knowledge] Engines and machines are complicated. The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. Linguistics [Knowledge] Linguistics is the ability to learn and understand languages. a transformer and an assortment of electronic parts into a force-field generator. Mathematicians are almost human in comparison with statisticians. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. such a character may have to undertake research in a laboratory before he knows which drug will be effective. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. In essence. and a player should try to make the one his character practises distinctive. There are many types of martial arts. are discomforted by bright lights and they cannot see in complete darkness. With the right parts such a character could build an engine or repair one. It may prove useless. depending on the laws of the society in which a character with this ability finds himself. and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. Electronic. technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. but a character with Mechanics understands them. counter poisons or to speed healing and recovery. If a patient’s condition is unusual or unknown. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. The third Doctor. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys. the character is adept at leaping great distances. Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. perfected Venusian Karate. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. for example. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. however. Characters with Keen Sight. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks.

the character must be conscious to use it. The ability is of no use if the character has succumbed to his wounds. rockets or spaceships.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. extends to repairing only his electronic circuits. It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. He can also produce antidotes. although he would undoubtedly be able to help another more skilled pilot. A character with this ability should choose which instrument he can play. a Time Lord uses this ability to change his form to overcome massive tissue damage. druids and the like. Piloting [Move] The Piloting ability allows a character to fly aircraft. If the manner of travel is more advanced than that associated with the technology of the character’s time and space. The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea. 45 . A character with Pseudoscience has the ability to baffle people with science. reams of secret plans and the shape and size of objects. pseudoscience could have been used to come up with name of the effect and provide a brief explanation. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. It increases a character’s chance of resisting the effects of wounds when they are inflicted. Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded. Regenerative Powers typically allow repairs or healing to occur at the end of each research turn. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. angles and speeds. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll. such as guitar. piano or recorder. he will find it hard to fly the vehicle. Musicianship [Awareness] Musicianship is the ability to play musical instruments. faces. K9’s use of this ability. The ability also implies a familiarity with superstitions and old sayings. rooms. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. for example.

Serendipity [Awareness] Serendipity is the ability to make happy chance finds. for example. yachts and windsurfers. This might allow him to smell gas or chemicals before they can harm him. Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets. It also allows a character to spur a mount to move faster. although the extremes of either will ultimately affect them. Players may specify which sciences their characters are particularly adept at. sometimes only partial. He has a strong. tunnels or ventilation shafts. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets. Its main purpose is to alert the Doctor that one of his companions is in distress. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. Jo Grant. the character’s Riding is added to the animal’s Move. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. 46 . Singing [Awareness] A character with Singing has received vocal training. Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. Special Immunity [Strength] Special Immunity conveys additional. to palm small objects or even to cheat people at cards. for example. more routinely it might be used to produce a small bag of jelly babies as required. A character with Serendipity can make the find or be responsible for events leading up to it. although it may seem disastrous at the time the event does some good. It can also be used to repair robots and alter their personalities. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs. Cybermen. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall. A character with this ability should avoid noisome locations and unwashed barbarians. resistance to a type of attack or substance. but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. chemistry or biology.DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability. saddles and reins. Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. have a Special Immunity to heat and a Special Immunity to cold. such as physics. A character may make a mistake or clumsily knock over something. melodic singing voice which other people regard as pleasant to listen to. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots. or a type of energy. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. for example. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. A character could be immune to the effects of a specific poison. In The Ark in Space . or could be used to appreciate food and drink. Running [Move] A character with the Running ability is especially quick.

Swimming [Move] Characters are assumed to be able to swim to a limited degree. when something goes wrong.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target. The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. animals and climate of his native environment. In situations where skills learned in the sport could help the character. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. those with the Swimming ability can swim well and cope with strong currents. Although a character may have the TARDIS ability. football or rugby. Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. a companion with a pretty face might be more able to convince a security guard to let her pass. Stealth [Control] Stealth is the ability to move quietly. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. an instant form of travel by matter transmission. Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. If the object of their affections is ever in danger. 47 . the sports ability is added to the character’s Control. and the greater his ability. to work out what is needed to repair it. TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and. Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. such as cricket. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel. the more likely he is to survive. which reptiles and insects are poisonous. to hide in cover or to do both at once. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat. and which large animals are dangerous. Wilderness Lore means the character knows what he should and should not eat. axes and daggers. this does not mean he can fully control it. This affects how other characters react to them.

performing an action usually means attacking an opponent. stay in the same area and perform an action at an increased difficulty of 2. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. Leela’s abilities are Control 5. however. the submachine-guns and rifles of UNIT troops. It is important to remember that only the player whose character is attacking rolls the dice. Few of the Doctor’s companions can come through more than a fist-fight unscathed. n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. Her ability to attack in close combat is 5 if she strikes with her fist. Whatever the player decides to do. Edged Weapons 2 and Archery 1. This value may be enhanced by abilities such as Edged Weapons. attempt to reset the controls of a runaway machine. The character whose attack is being resolved is called the attacker. Such a character forfeits any right to attack or defend. whether in primitive or technologically advanced cultures. The Doctor. Martial Arts or Marksmanship. It covers fisticuffs and swordplay. Her Attack is respectively 5. Within an area there are no restrictions on who can attack whom. he waits until the referee asks him before revealing his action. could move and. it can also be an attempt to use any ability. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. however.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. and keeps track of the results. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. but no attacks can be made using close combat on anyone outside that area. Ranged weapons combat is fighting that takes place at a distance. An attack made in combat counts as the character’s one action for a round. Although in all these options. the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. Whether this value is Control on its own or Control enhanced by another ability. 7 and 6. There are two types of physical combat: close combat and ranged weapons combat. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. The referee decides which actions are resolved first. as his action. n Stay in the same area and dodge any attack made against him. Close combat takes place between characters who are in the same area. PROCEDURE Each player decides what his character is going to do during the turn. her ability is 7 if she strikes with an edged weapon such as her knife. Although each player will resolve his character’s actions in turn. Characters who are not involved in combat. in which case the total of his Control and his special ability is used. The main difference between ranged weapons combat and close combat is the distance over which each takes place. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. it is known as the character’s Attack. his opponent is the defender. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. it is 6 if she shoots a crossbow in ranged weapons combat. Both types of combat use the same procedure. That player’s character hits if he overcomes his opponent’s defences. All actions in one turn of combat are assumed to occur at the same time. 48 . whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. which is why they have such freedom to act in an area. and attacking a creature that is armed with a powerful energy weapon is foolhardy. Characters are assumed to be moving about rather than remaining stationary while they are in combat. may move about the same area or be engaged in other tasks at the same time. Sometimes. for example. and the bows and thrown spears of primitive tribes. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. Only characters in the same area can attack each other in close combat. Success largely depends on choosing the right moment to act. It covers attacks made by weapons such as Dalek guns. the results are applied only after all characters have had a turn.

in which case the best option is to dodge all the attacks. the distance to the target in areas at the end of the turn is added to the target’s Defence. 2 Performing an action will often mean attacking an opponent. unless he has the Martial Arts ability. an unarmed character.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. The Running special ability. A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. If the defender evades. Sometimes a character will have more than one attack made against him. He must use a weapon to parry an attack. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. can only evade. A defender who parries has a Defence equal to the sum of his Size. but it can also mean attempting to use any ability. A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. his Defence is the sum of his Size and 49 . stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities. This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person. In ranged weapons combat. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability. for example. The basic Defence of a character against an attack is his Size. would be added to Move. Control and ability with the parrying weapon.

When a character hits an opponent in combat. which is impossible because she can only equal that difference. The effects of wounds are worked out direct if the defender does not wear armour. although the effects of this may not immediately be noticed. her Defence is 5 against an attacker who is 2 areas away. such as a dodging Size 3 opponent with Control 3 at a range of one area. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. however. EFFECTS OF WOUNDS Wounds always injure a character. A parry or evasion can be applied to only one attack. Leela’s abilities are Control 5. The blow automatically hits if Attack is greater than the opponent’s Defence. The total number of Wounds that a character receives. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. In ranged weapons combat using a crossbow. Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. All the Wounds are inflicted if the protection of the armour is beaten. The number of Wounds inflicted is compared with the protection of the armour. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. Daleks. the attacker must beat the difference between Strength and Wounds to overcome the defender. which is expressed as Armour 4. Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. Ranged weapons attacks can be evaded or dodged but not parried. Bolts fired from her crossbow inflict 4 Wounds each. Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). If the number of Wounds is equal to or less than the protection of the armour. her player would need to beat a difference of 1 on the dice. Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence. he inflicts a number of Wounds appropriate to the weapon he is using. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. If she dodges her Defence is 8 and 10 respectively at those ranges. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. because the range is 0 areas. such as a stationary Size 3 opponent at a range of 2 areas. The referee. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. is always recorded whether or not he is overcome by them. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. not the players. Armour 8 and so on. decides in which order any attacks are made. She could still make an attack and then choose to parry or evade one attack made against her. are encased in an armoured shell that protects the creature inside from most small-arms. All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. The player and Leela learn the hard way that Cybermen are generally immune to arrows. It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. Her basic Defence against any attack is 3. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. Size 3 and Edged Weapons 2. She would automatically hit anyone who had a Defence of 6 or less. Leela’s Attack is 6 (Control 5 plus Archery 1). If Attack is equal to or less than the opponent’s Defence. Armour absorbs either all or none of the Wounds from an attack. it is 8 if she evades. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8. Against a target with Defence 7. 50 . Her Defence against one close combat attack is 10 if she parries with a knife. the attacker needs to beat the difference between these values to wound the defender. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. If the number of Wounds against the defender is equal to or less than his Strength. the character’s Size is his Defence against any other attacks. She has Defence 8 against any attack made against her if she dodges. She would automatically hit a target with Defence 5. Against an opponent with a Defence of 7 or more. A character feels the effects of Wounds only if they overcome his Strength.DOCTOR WHO — TIME LORD Control. for example.

he may move or attack next round as normal. Any character who is not overcome by his wounds can continue to act normally. Each resolves his attack as normal. Characters also have to aim if they have to shoot at partly obscured targets. to restrain an opponent’s weapon arm. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall. A character who is restrained in this way may attempt to break free in subsequent turns. 51 . an aimed attack can be made at the opponent’s weapon itself. This determines whether the character is unconscious. If both attacks succeed. or natural weapons. An area that contains more than five characters becomes crowded. Control and relevant grappling ability of his captor to break free. The biggest target that an attacker can grapple is the chest and arms of his opponent. although people outside a crowded area can fire at targets in that area. typically Size 5. the weapon is dropped but the defender is not injured. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. such as a guard crouching behind a crate and whose head is the only visible part of his body. Characters in a crowded area may use only short weapons. No character may use a ranged weapon in a crowded area. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. the size of this target is used to determine the opponent’s Defence. by making an aimed attack at his enemy’s weapon arm. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. Grappling attacks do not wound the defender. rather than try to harm him. such as knives. If both attacks fail. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. Inventive players may come up with a special move that requires careful adjudication. Wounds are cumulative. Sometimes two characters will try to grapple each other. His player should bear in mind. but may still resolve his attack if he has yet to do so. such as fists. or might try to aim blows to disable or disarm opponents rather than kill them. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. SPECIAL RULES Combat is not always straightforward. Anyone who grapples has a Defence equal to his grappling ability. Grappling is resolved in the same way as hand to hand combat. The base difficulty is calculated from the character with the highest abilities. An overcome character may be near to death or even dead depending on the number of Wounds he has taken. If he succeeds. the characters are wrestling for an advantage. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. however. near to death or dead. The character needs to beat the difference between his Strength and sum of the Strength.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. except that the player states his character is going to grapple an opponent when asked to declare his action. The player states that his character is doing so as his action for a turn. the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. neither character has a hold on the other. This type of combat is used to capture opponents unharmed for questioning. evading or dodging are simply techniques to get out of the way. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. Disarming An attacker can deliberately try to disarm an opponent. and the total number of Wounds against a character should be recorded. typically Size plus Control and an ability such as Brawling. Whoever breaks free first while retaining hold of his opponent gains the upper hand. whether a character is overcome or resists the effects. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. depending on circumstances. aiming to beat the weapon’s Strength in order to break it. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. although it may be better. If the Wounds inflicted beat the Strength of the opponent. that the character is wounded and that further injury could easily result in death. If two or more people restrain someone. Alternatively. The person restraining him is assumed to be trying to prevent this escape. each additional character adds one to the difficulty of breaking free. He should say which part of his opponent he is going to restrain. If the grappling attack succeeds. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely.

A snapshot could also be made to shoot at a target before it moves out of range. The range is three areas. say by running across an opening. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. adds one to this Attack. which means it can direct the fire of five Cybermen — itself and the four it is leading. therefore.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. The attack is resolved the same way as a normal ranged weapons attack. The Cyber-lieutenant has Attack 5. resulting in a Defence of 5. each with Control 3 and Marksmanship 1. or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. The difficulty. This is likely if a target comes into view only briefly in the round. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. The grenade lands one area further away than intended (one minus the result is plus one. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. except that the difficulty is increased by two. Grenades Area weapons such as grenades or dynamite are not aimed at people. up to a maximum of the fire-director’s ability. a positive number means the grenade overshoots by that many areas. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. The character with the highest appropriate combat ability directs fire. Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. restraining him and resisting any attempts to break free. Had he rolled a result of 1. Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. Any characters that are in the same area can combine the fire from the same type of ranged weapons. depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. If one minus the result on the dice is zero. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. by line of sight. 52 . may fall short or even overshoot. the grenade would have landed in the same area as the Cybermen but exploded only next turn. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance. however. Each additional character. to his target. An attack that misses. indicating an overshoot of one area). and his ability is used as the base Attack to hit the target. grenades have a maximum range of three areas). It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. The overall Attack of all five Cybermen firing at one target is 9. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. rather they are aimed at a particular area. Snapshot A snapshot is any ranged weapons attack that is made without preparation. at a Raston Robot. the attacker has hit the nearest friend. One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. A negative number means the grenade undershoots by that many areas. the Wounds for only one hit is used to overcome the opponent. Regardless of the number of characters involved in group fire.

perhaps by the Doctor. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists. Such a character may also attempt to deflect attacks as if he were trying to parry them. The referee and the players should be prepared to adapt to circumstances. Ranged weapons are used to attack opponents at a distance. Because blunt weapons inflict more wounds than most characters’ fists. teeth. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. Weapons are divided into two categories: close-combat weapons and ranged weapons. A club made from a tree branch. His attacks inflict Wounds equal to his strength.) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. they are not mercenaries who plunder time and space while armed to the teeth. They are unlikely to kill most opponents because they inflict fewer wounds than. bows. Weapons are best left to those who are able to handle them skilfully. Swords. The number of wounds that a weapon inflicts on an opponent depends on its category. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. chitinous mandibles. A soft natural weapon inflicts Wounds equal to half the character’s Strength. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. 53 . say. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. they are more likely to knock out an opponent when they hit. although this would not damage anyone. Close-combat weapons can be used only against nearby opponents. The wounds inflicted. teeth and claws are all natural weapons. axes and spears are all edged weapons. who would probably feel uneasy if he didn’t have his dirk. a medieval knight’s mace. usually from zero to six areas away. feet. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. Like blunt weapons. are often sufficient to knock out an opponent for an action turn. There are four categories of ranged weapons: thrown weapons. however. from carrying weapons. are best qualified to survive a fight. they are more likely to be threatened by opponents that use them. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting. In the course of their adventures. When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. who might carry a revolver. Characters such as the Brigadier. a blaster or a rifle. and Jamie. the Doctor and his companions may have to fight to survive or attain an objective. edged weapons inflict more wounds than a character’s fist could. any halves are rounded down. Edged weapons damage vital organs. Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. There are always exceptions. rapiers. such as a sword. either killing an opponent or knocking them out owing to the pain of the wound. claws and horns are hard. The weakness of fist attacks is one of the main reasons why characters choose to use something better. (A Strength 1 person would inflict 0 Wounds. blunt weapons and edged weapons. firearms and blasters. An edged weapon inflicts 4 Wounds. There are three categories of close-combat weapons: natural weapons. such trained warriors will be more useful than someone who does not know one end of a blaster from another. Companions are often ordinary people who have just become mixed up with the Doctor’s travels. The threat of being hit can prove more effective than actually striking or firing at a character. the dice should still be rolled to determine whether the weak blow knocks out its target. Blunt weapons inflict 3 Wounds. however. In the game they can be used to attack only opponents that are in the same area as the wielder. however. There is good reason for keeping out of the way of weapons: they are dangerous. Unless companions have a good reason for being armed they should be discouraged. as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues.DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons.

Although a firearm is easy to use. The category includes daggers. Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS. Most 54 . it is complicated by the mechanisms and loading procedures that different designs have necessitated. spears. Close-combat weapons.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. FIREARMS It is unusual for the Doctor’s companions to carry firearms. although an especially powerful bow might have a range of six areas. rocks and household objects such as vases or other ornaments. the best defence is to run away. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter. although many of them are prepared to pick up a gun and use it if necessary. Benton. Light thrown weapons inflict 3 Wounds. The category includes daggers. Guns should be treated more as a threat: they are often used to intimidate at close range. It takes an action to string an arrow for a long or compound bow. Thrown weapons have a maximum range of three areas. throwing knives and small rocks. giving it a maximum rate of fire of one shot every three action turns. heavy thrown weapons inflict 4 Wounds. giving it a maximum rate of fire of one shot every two action turns. A crossbow requires two actions to cock and load. There are two types of thrown weapon: light and heavy. Bows Bows and crossbows have a maximum range of five areas. A light thrown weapon is usually no more than a foot or so long. javelins and boulders. soft Natural weapons. An arrow fired from a bow inflicts 4 Wounds. blasters and bows are simple compared with firearms. Only the Brigadier. hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons. A heavy thrown weapon is either long or bulky: the class includes spears.

LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. the only important information is how many rounds a gun can fire before it runs out of ammunition. revolvers and shotguns All pistols. It takes two actions to reload a muzzle-loading pistol. muskets and rifles. the second determines the number of Wounds that a gun inflicts. other magazines take two actions for every six shots they contain. a maximum of three bursts can typically be fired using the same magazine. Revolvers. one after the other in different turns: its rate of fire is two shots every three action turns. and submachine-guns typically have 30-shot magazines. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts. Pistols. Different cultures in the 55 . BLASTERS A blaster is a firearm with a short range but devastating effect. roll three times to hit three targets. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type. It shoots powerful bolts of energy which are capable of damaging steel and concrete. which gives them a maximum rate of fire of one shot every two action turns. A submachine-gun set to automatic expends 10 shots in a burst. Most of the time a referee need not worry about the time it takes to reload such guns. Rifles and muskets A rifle or musket inflicts 5 Wounds. for example. A magazine or revolver with up to six shots capacity takes two actions to reload. This time-consuming process gives them a slow rate of fire. and three actions to reload a muzzle-loading musket or rifle. Single-shot setting increases the difficulty to hit a target by one. A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target. The first determines how long it takes to reload a gun before it can be fired. it is one shot every four action turns for a musket. The term embraces flintlock pistols. revolvers. Firearms are classified according to their loading mechanism and their power. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. A double-barrelled shotgun. increasing the damage done. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. All guns can be used as makeshift blunt weapons in hand to hand combat. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. It takes one action to replace a magazine with a fresh one. revolvers and shotguns.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds. He would. The attacker rolls to hit each target in the area into which he is shooting. but longer to reload a magazine or to reload a revolver. however. inflict 5 Wounds and have a maximum range of four areas. A firearm is a small gun that uses an explosive charge to fire a bullet. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. Referees who wish fully to detail actual weapons should feel free to do so. revolvers. a single hit is enough to put down most opponents. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. Shotguns are classed as breech-loading guns. regardless of the ammunition used. can be reloaded as one action and is then ready to fire two shots. pistols and rifles typically have six-shot magazines. Guns with magazines Rifles with magazines. whether they are able to reload it or understand how it works is another matter. All breech-loaders take one action to reload. weapons used by soldiers in some of the most violent conflicts of Earth’s history.

Yet strong armour is still used by technologically advanced species. grenades and areas of effect appear in Part Five. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. all targets in the secondary zone of effect are attacked at half this value. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. whereas Daleks have gunsticks which rely on nuclear energy. body armour and partial armour. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. Blasters are personal weapons with a limited range. Most explosives used in a quantity capable of being thrown. Full armour is an all-encasing suit of armour that protects its wearer from top to toe. say. Larger quantities of explosives inflict proportionately more damage. half maximum Wounds in the secondary zone of effect. Body armour covers only the wearer’s torso. A Greek hoplite’s skirt and cuirass. Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. Ice Warriors and Cybermen. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. including grenades and bundles of dynamite. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. Like full armour. There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. 56 . depending on their power. however. Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. UNIT troops frequently resort to bazookas to deal with alien menaces.DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. The Thrown Weapons ability governs their accuracy when they are thrown into an area. all blasters are treated the same way in TIME LORD. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. which would inflict 6 Wounds in the secondary zone of effect. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate. its flexibility more than compensates. their warlike enemies make frequent use of these defences. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. Apart from these differences and some slight variations in performance. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive. When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. They can also be aimed at an area. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. Referee’s notes on explosives. A suggested Wounds score is 12. The zones are calculated the same way as those for explosives in Part Five. Sea Devils’ weapons use heat. This is enough to seriously injure or kill a typical opponent. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. which makes the threat of a hit an unpleasant proposition for a character. sticks of dynamite and cans of nitro-nine need special mention. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. GRENADES AND EXPLOSIVES Area weapons such as grenades. an arm or the head. Body armour would not count against a blow aimed at. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. Most soldiers set their blasters to kill. rounded up. some of which have built it into their very form. There are three categories of armour: full armour.

Plastic-fibre armour rates as Armour 5. is Size 6. gauntlets and helmets. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. Many helmets also count as plate metal armour. Unlike full armour and body armour. Padded cloth is Armour 1. Tough leather is Armour 3. plastic-fibre armour does not reduce the Move of its wearer. sleeves. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. 57 . sometimes with sleeves. Armour 8 and so on. making it a far harder target to hit than Leela as a whole. partial armour counts only against attacks that are aimed at the part of the body it protects. It is the type of armour typically worn by castle guards. It is most commonly worn as a quilted hauberk. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. leggings. a larger shield increases the difficulty by 2. Soft leather is Armour 2. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. Shields are a special type of partial armour. If the attacker beats the difference between Wounds and Armour. The protection that armour affords depends on the material from which it is made. Overlapping plates of metal provide flexible joints in full suits of this type of armour. unless they choose to make an aimed attack at her head. Anyone attacking her has to get through this armour if they hit. Soft leather is little better than padded cloth. If worn as full armour. Leela could also add any benefits from dodging or parrying to her defence. Armour 3. Advanced armour Plastic-fibre armour consists of strong. in effect making it Armour 6 against lasers. A buckler increases the difficulty by 1. It rates as Armour 4. in some ancient civilizations it is even the best armour that can be produced. Her arm. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind. it has no general effect against attacks. Tough leather is soft leather armour that has been specially treated. They are effective only against attacks from the front and shield side that the wielder is aware of. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. Leela’s armour does not protect her if an attack hits one of these areas. although exceptionally thick and heavy winter clothing may give the same effect. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal. Shields always increase the difficulty of hitting the wielder. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. If the attacker fails to beat the difference between Wounds and Armour. It is typically worn as padding beneath metal armour. who is Size 4. Primitive armour Padded cloth is the most basic type of armour and affords little protection. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. arms or legs. however. however. but also includes leather jerkins and biker’s leathers. Protection is always expressed in the form Armour 2. Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. Partial armour. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. vambraces.

Even companions of the Doctor have died in the course of his adventures. Captain Cook in The Greatest Show in the Galaxy was killed. Dead The character is dead and cannot be brought back to life. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death. or has been knocked out by a gentle blow from a blunt weapon. It is unlikely that a character who behaves sensibly in an adventure will die. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. for example. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. however. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. 58 . Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. but a moment of rashness. have been applied to dead characters and it may be that the dead can walk again. In effect they increase a character’s Strength. The number of Wounds a character has taken and the character’s Strength determine his health. Grisly experiments or powers. carelessness or nobility may make this a real danger. although he may attempt to recover consciousness. and dead if he has taken 7 or more Wounds. A character with Strength 3. is lightly wounded if he has taken 1 to 3 Wounds.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. A lightly wounded character does not need medical attention to heal his wounds. but the Gods of Ragnarok animated his body long enough for him to perform a service for them. for example. The character can recover from such an injury quickly. First Aid may be sufficient to make a seriously wounded character only lightly wounded. A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. A character is dead if the number if Wounds he has taken is greater than twice his Strength. allowing him to take a greater number of Wounds before dying or being seriously wounded. although First Aid or Medicine could quickly return him to full health. but this alone will not save them. seriously wounded if he has taken 4 to 6 Wounds.

DOCTOR WHO — TIME LORD

RECOVERY
Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

HEALING
Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,

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DOCTOR WHO — TIME LORD
but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.

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DOCTOR WHO — TIME LORD

POISON
Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

EFFECTS OF POISONS
Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

INFECTION
Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.

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such as mud or water. such as jagged rocks or spikes inflicts 4 Wounds. 62 . rock inflicts 3 Wounds. If a character attempts to use an appropriate ability to avoid injury. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. so a fall of 3 metres. Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. Soft ground. One slip when ascending or descending a cliff face can mean death or severe injury at the least. A fall of 3 areas onto rock would inflict 7 Wounds. The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. and characters should quite rightly be wary of them. a fall of 10 metres is a fall of four areas. such as Swimming to represent diving into water. such as packed earth. There are usually 3 metres to each vertical area. the same fall into water would inflict only 4 Wounds. inflicts 2 Wounds. and particularly dangerous ground. is only a fall of one area. for example. the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury. inflicts 1 Wound. hard ground.

can resist the effects of suffocation — caused. 63 . a special ability such as Iron Constitution increases his resistance. If he fails to recover he automatically take 3 Wounds. Any character who fails to beat the difference takes 3 Wounds. however. Characters put into a hypnotic trance. If he is overcome. the effect is much the same: they cannot breathe because their air supply has been cut off. Turlough.DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. They must beat the difference at the end of every research turn instead of every action turn. and would only start trying to beat the difference on the fifth turn. by the removal of air from an airlock — better than usual. for example. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

self-hypnotism) to save them from truly harmful conditions. silk handkerchief. even in his somewhat unreliable TARDIS. blue-stoned ring. the planet of the Time Lords. however. The Doctor is commonly mistaken for ambassadors or badly needed experts. He is vain. Time Lords have two hearts. regimented existence of the Time Lords. along with the names of the companions he has regularly travelled. Prydonians are considered to be the best students out of the Arcalians. Bench-thumping 1. however. is that of regeneration. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. revealing new talents and obscuring old ones. Acting 1. Science 2. Disguise 1. Blunt Weapons 2. and an ability to fall into a self-induced trance (in effect. the Doctor is tetchy and temperamental: one moment he can be warm and friendly. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. Each incarnation of the Doctor has unique traits and abilities. He is undoubtedly an eccentric. the next he can be accusing his companions of all kinds of treachery. hawklike face. A Time Lord. Refined Palate 1. Like a snake shedding an old skin. His physical size and appearance change as well. pince-nez. There is seldom any consistent plan to deal with enemies. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. Sleight of Hand 1. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. In this incarnation. he knows best 65 . and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. no matter what arguments are raised against him. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. MacGuffin 2. As masters of time travel. Robotics 1. Iron Constitution 2. but a particularly clever one. Bureaucracy 1. black floppy ribbon tie. If he interferes willingly. although a new incarnation is likely to be unhappy about the changes to his physiognomy. he always acts for the best of intentions. the Doctor is in self-imposed exile from Gallifrey. to the dull. and is entitled to wear its scarlet and orange ceremonial robes. the Doctor is known as a graduate of the Prydon College of the Academy. his people have a responsible policy of non-interference in the affairs of other species. Sensitive Nose 1. arrogant and determined to get his own way. a phenomenal constitution that enables them to withstand environments that would kill a human. The trouble with regeneration. especially to balk the forces of evil that are at work in the universes of matter and antimatter. Astrogation 1. Parts of his memory open and close. and the heliotrope-clad Patrexes. TARDIS key Strength: 3. Each of the seven Doctors is detailed on the following pages. who wear green. First Aid 2. as the Doctor says. Detective Powers 1. As far as the Doctor is concerned. The Doctor is currently in his seventh incarnation. cream and brown checked trousers and waistcoat. however. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. Intuition 2. can regenerate only twelve times. Most remarkable of all their abilities. Stealth 1 Size: 3 Weight: 4 Move: 2. Cheat Death 2. His TARDIS is as temperamental as he is. Law 2. These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. Pseudoscience 1. Such regenerations. wing-collared white shirt. Fisticuffs 1. Even as a crusader of time and space. is that you never know what you are going to get.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. Indomitable Will 1 Awareness: 4. Eloquence 2. On Gallifrey. either. swept-back white hair. Electronics 1. Cryptanalysis 2. the first incarnation of the Doctor is distinctive enough before even considering his lined. what the Doctor knows in one incarnation does not necessarily transfer to the next one. Medicine 1. Regenerative Powers 3 Control: 4. penetratingly intelligent blue eyes and long. the Doctor is seldom methodical. Striking Appearance 2 Dressed in a black frock-coat. Bargaining 1. TARDIS 1 Determination: 7. to the extent that in his first and second incarnations he has no real control over its destination. Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. He prefers the freedom of roaming throughout time and space. Running 2 Knowledge: 6.

Resourceful Pockets 2. but somehow they get results. TARDIS key Strength: 4. the Doctor can look cheerful. Science 2. black and pale pink broad-checked trousers. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. Ben and Jamie. Ian. Temporal Science 2. 66 . TARDIS 2. from which he is a runaway. Yet beneath the charm he can be a devious schemer. Barbara and Susan. sometimes erroneous judgments on good and evil. When he displays his bloody-mindedness. Running 1 Knowledge: 6. Suitable groups of companions: Polly and Ben. He is somewhat amoral. Intuition 2. sonic screwdriver. For all his seeming intelligence and capabilities. making his own. Robotics 1. His scientific methods are haphazard. Piloting 1. the Doctor is sometimes just bluff and bluster. Iron Constitution 2. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. Electronics 2. ill-considered action. who can panic him into hasty. Indomitable Will 2 Awareness: 4. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. First Aid 2. Stealth 2 Size: 4 Weight: 3 Move: 3. telescope.DOCTOR WHO — TIME LORD and everyone had better do it his way. sad. Medicine 1. Pseudoscience 3. Detective Powers 1. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. He regards all of them as largely ignorant of science and short of ideas. voluminous silk handkerchief. Jamie and Zoe. 500-year diary. At the same time. Transmat 1 Determination: 5. On his travels the Doctor will talk little of his home planet. Con 2. his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in indecision. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. for instance. Cheat Death 2. especially by his less experienced companions. Polly. By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. sulky and then bemused in a matter of minutes. Mischievous blue eyes twinkle out of his cheerful. Jamie and Victoria. Law 2. Cryptanalysis 2. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. Steven and Dodo. however. Brawling 1. Barbara and Vicki. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. MacGuffin 2. Vicki and Steven.boots. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. Regenerative Powers 3 Control: 4. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. and he will do his utmost to thwart or destroy what he believes is wrong. His moral sense of good and evil is more balanced. Striking Appearance 2 In his second incarnation. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. but will quickly assume the credit for any of his companions’ cleverness. His charm can equally be turned on powerful leaders to gain their favour. Marksmanship 1. He maintains his clear-headedness by abstaining from alcohol. He often seems to be nothing more than a bumbling idiot. disarming grin. His memory for names is poor. small straggly navy bow-tie with white polka-dots. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. Hypnotism 2. Polly and Ben. A victim of fast changing moods. Even when things are against him. pale blue short-sleeved shirt. and scuffed ankle. wrinkled face. Musicianship (recorder) 1. The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. and he will often confuse them: Ian Chesterton often gets called Chesterfield. Sleight of Hand 1. Bench-thumping 3. which is framed by a mop of tousled black hair. Suitable groups of companions: Ian. He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened.

both causes on which. he should have the abilities TARDIS 2 and Temporal Science 2. Computing 1. he will preach to companions and opponents alike. Indomitable Will 2 Awareness: 4. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. flexible face is lined and wise-looking. sonic screwdriver. Electronics 2. Computing 1. matching 67 . Regenerative Powers 1 Control: 5. Hypnotism 1. Exiled to Earth by the Time Lords. He is always ready to risk himself to save others. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. Science 2. Edged Weapons 2. Transmat 2 Determination: 6. First Aid 2. Sensitive Nose 1. Astrogation 1. black trousers. MacGuffin 2. Law 1. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. TARDIS key Strength: 4. Running 1. Striking Appearance 2 If the second Doctor was a clown. Intuition 2. Archery 1. given the opportunity. TARDIS key Strength: 5. Robotics 1. Explosives 1. Stealth 2 Size: 3 Weight: 4 Move: 3. Command 1. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. Regenerative Powers 3 Control: 5.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. His humorous. Pseudoscience 3. a white shirt with ruffled front and cuffs. Mechanics 1. Lockpicking and Safecracking 1. Iron Constitution 2. The Doctor is a humanitarian and an environmentalist. Jo or Sarah. ultrasonic dog whistle. Note: If the third Doctor’s knowledge of time travel has been restored. Medicine 1. Intuition 2. black bow tie and black cape lined with purple silk. Refined Palate 1. Sailing 1 Knowledge: 6. TARDIS 1 Determination: 6. TARDIS 2. First Aid 2. he has piercing blue eyes and mid-length white hair. Sleight of Hand 2. Electronics 2. the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. Pseudoscience 3. Sergeant Benton. Hypnotism 1. then the third Doctor can be described only as a dandy. Piloting 1. Fast Reactions 1. bohemian adventurer with a great passion for his travels in time and space. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. Resourceful Pockets 1. He always seeks to negotiate a peace between intelligent species. Driving 1. and he greets the unknown with a ‘How do you do’ rather than a gun. Bench-thumping 2. Archery 1. Very much a man of action. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Running 1 Knowledge: 6. encouraging them to live together in harmony rather than fighting. Lockpicking and Safecracking 1. Cheat Death 1. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Stealth 2. He typically wears an elegantly tailored black velvet jacket. He is the voice of reason when others prove indecisive or obstructive. Leaping 1. Cryptanalysis 2. long scarf. Disguise 1. Cheat Death 2. Driving 2. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. Sleight of Hand 2. Martial Arts. Medicine 1. Occult 1. MacGuffin 2. Iron Constitution 2. Suitable companions: The Brigadier. Brawling 1. Indomitable Will 2 Awareness: 4. Science 2. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. Temporal Science 2. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. Bench-thumping 3. Striking Appearance 2 The fourth Doctor is a lively. Captain Yates and Liz. Occult 1. Resourceful Pockets 2.

open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. Reckless in action. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work. however. Driving 1. Con 1. Medicine 1. Marksmanship 2. Romana 1 and K9. Hypnotism 1. leaving behind or sometimes losing vital pieces of equipment. Cheat Death 2. Like his previous incarnation. Science 2. He tends to be absent-minded. Nyssa and Tegan. Striking Appearance 1. often with no apparent connection. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others. Edged Weapons 2. Adric. Leela and K9. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. Computing 1. The ensemble is topped off by a wide-brimmed black felt hat. He has a wild-looking face. He acts for the best of motives. Mountaineering 1. Regenerative Powers 2 Control: 4. K9 and Adric. blue eyes and a mass of unruly curly brown hair. he dislikes those in authority. cricket ball. His blue eyes and straight fair hair heighten his innocent appearance. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. Witty comments. Running 1 Knowledge: 6. even ordering companions to stay on board the TARDIS. Temporal Science 2. Although he never intentionally neglects the safety of his companions. He asks questions of other people at random. He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. in his attempts to buy time while he thinks through a problem. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . Sport (cricket) 3. Pseudoscience 3. and does not mean to upset his companions. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. Piloting 1. And his companions often take the blame for his mistakes. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. the Doctor is a hugely charismatic figure. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. can conceal a nervous. Stealth 1. cream and red striped trousers and white cricket boots. TARDIS 2. Indomitable Will 1 Awareness: 5. however. Electronics 2. cream cricketing pullover and sports shirt also trimmed in red. Sleight of Hand 2. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. Brawling 2. Cryptanalysis 2. His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing. Odd-looking as he is. stick of celery on left coat lapel. TARDIS key Strength: 4. Romana 2.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. with a great awareness both of his and his companions’ mortality. MacGuffin 2. Transmat 1 Determination: 6. Iron Constitution 2. he is angry if anyone ever disobeys such an order. A panama hat with a red hat band is usually kept folded in a coat pocket. Such nervous energy translates into a sense of urgency when the Doctor finally acts. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. Command 1. however. Bench-thumping 2. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. The charm. Detective Powers 1. His genius. Resourceful Pockets 1. however. a cream and brown waistcoat. able to make friends easily with a winning smile and a touch of humour. First Aid 2. offering help or advice and sometimes even tinkering before anyone can stop him. his naive approach often endangers their lives. Suitable groups of companions: Sarah and Harry. He can be too protective.

Temporal Science 2 Determination: 6. teddy bear. Resourceful Pockets 2. Driving 1. he is quite prepared to shoot if needs be. Nyssa and Tegan. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella. resounding voice and has incredible confidence in his own abilities. Iron Constitution 2. TARDIS 2. abrasive personality. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. Stealth 1 Size: 3 Weight: 4 Move: 3. Pseudoscience 2. but to him it is a sign only of genius. His theatrical temperament permits only him to be the centre of attention. Animal Handling 1. Striking Appearance 2 The garish. Indomitable Will 2 Awareness: 4. or if he is wrong. Such changing moods make him appear unstable to his companions. His actions. the Doctor has a brash. He is a supreme egotist: he loves the sound of his loud. Disguise 2. Con 2. Pseudoscience 3. Temporal Science 2 Determination: 7. and although he shares his predecessors’ dislike of killing. Electronics 2. Juggling 1. Stealth 2 Size: 4 Weight: 3 Move: 3. It is as if this incarnation has lost areas of memory restored to him. in which case he sulks. Cryptanalysis 2. yellow and black striped trousers and orange spats over green shoes. however. his comical appearance disguises an in-depth knowledge of the nature of the universe. Intuition 2. Cryptanalysis 1. Computing 1. Lockpicking and Safecracking 1. TARDIS key Strength: 4. Tegan. TARDIS key Strength: 5. making him look like a timetravelling jester. Words are not the Doctor’s only weapon. He is quite able to act quickly and ruthlessly to overcome an attacker. he also wears a check waistcoat. Bureaucracy 1. Hypnotism 1. Brawling 1. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . Detective Powers 1. his favourite song is On With The Motley.DOCTOR WHO — TIME LORD words ‘Brave heart. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. Cheat Death 2. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others. The Doctor is quite pleased with his ability to do the unexpected. Medicine 2. voluminous handkerchief. and cannot keep quiet while the other person has his say. however. First Aid 1. Science 2. First Aid 2. Running 1. Con 1. are often showy. Indomitable Will 1 Awareness: 4. Computing 1. MacGuffin 2. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. Turlough and Peri. Medicine 2. Regenerative Powers 3 Control: 4. Fond of his own cleverness. Running 1 Knowledge: 6. Iron Constitution 2. TARDIS 2. Tegan and Turlough. Suitable companions: Peri or Mel. His temperament is somewhat erratic and changes quickly and violently. Science 2. Intuition 2. His red and green particoloured coat is trimmed with both pink and tartan cloth. The Doctor likes to sing while he works. and unnecessarily elaborate. Cheat Death 2. The Doctor will interrupt an opponent with childish outbursts and rude remarks. MacGuffin 1.’ Suitable groups of companions: Adric. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. Nyssa. Escapology 1. Keen Sight 1. Marksmanship 2. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. Bench-thumping 2. He can be unbearable if he is correct. Resourceful Pockets 1. Unsurprisingly. Brawling 1. Musicianship (keyboards) 1. Regenerative Powers 3 Control: 5. Sleight of Hand 2. Sleight of Hand 2. Swimming 1 Knowledge: 7. Electronics 1. becoming smug. Hypnotism 1. He is prone to pontification. Leaping 2. Bench-thumping 1.

A woollen pullover in the same colours. His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk. he has blue eyes and short. 70 . The Doctor wears a long. a trait that seemingly betrays their trust in him. Suitable companions: Mel or Ace. although he usually has a back-up scheme. He is a great schemer whose plans are woven in time and space. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on. educating his proteges and increasing their awareness of the nature of the universe. a straw hat with a narrow upturned brim. Indeed. around the collar of which is a green. His comical.DOCTOR WHO — TIME LORD verse. he seems to take on the role of teacher. He needs his companions partly to share his burden. the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them. the Doctor tends to underestimate his opponents. round face has a forehead that is furrowed by the wrinkles of cosmic worry. He uses his companions as tools against his foes. or they just would not understand. curly black hair. In spite of his foresight and planning. he becomes abrupt and abrasive. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. brown check trousers and a white shirt. and a black umbrella with a handle in the form of a large red question mark complete his outfit. decorated with red question marks. red and cream paisley silk tie. He hates authority and if his insistence on action fails to bring results. dark brown jacket. Yet he would never intentionally harm his friends and acts for their best interests. Mysterious by nature.

Mountaineering 1. west London. called nitronine. more importantly. making the most of sometimes limited knowledge and abilities. She has long.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. a short black pleated skirt. Swimming 1 Knowledge: 4. Computing 1. Ace is no fool. 71 . Con 2. Audrey. ghetto blaster. The Doctor provides a steadying influence and. There is scope. self-destructive and prone to sulking if no one pays her attention. which is frequently used to devastating effect. black leggings and greasy Dr Marten shoes. Ace is a delinquent. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. a trait that often imperils herself or the Doctor. Keen Sight 1. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. Ace’s eyes are hazel. Running 1. On the whole she is unruly. Yet they provide vital support for the Doctor. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. straight mousy hair which is frequently scraped up and back and knotted into a plait. If her trust is betrayed. To play a companion well. Cheat Death 2 Control: 4. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. She hates her 20th century home life in Perivale. however. rather than those who travel only briefly in the TARDIS. is a challenge and can prove more rewarding than playing the multitalented Doctor. She has formulated her own. it should be remembered that these characters are fallible: they are not hero figures. It is a severe hairstyle that makes her squarish. Blunt Weapons 1. can usually be produced from her resourceful backpack. Science 1 Determination: 3. Striking Appearance 1 Ace is a dangerous. She typically wears a garishly coloured T-shirt. On the Doctor’s request she ‘never’ carries it: one or two canisters. although at times she is naive. Ace’s scientific interests lie largely in the manufacture of explosives. Earth Equipment: Large backpack. a black satin padded jacket that is covered in badges and patches. Explosives 2. Resourceful Pockets (pack) 2. and even ensuring that his enemies are thwarted should he be knocked out or captured. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. She relishes seeing or playing with machines. Mechanics 1. Companions are usually just ordinary people with few remarkable talents. and detests her real name of Dorothy and her mother. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. Marksmanship 2. Independent Spirit 2 Awareness: 3. and it takes careful and reasoned persuasion to restore her faith. When playing these roles. Late 1980s street fashion is the best description of Ace’s attire. Driving 1. it is partly his concern for their safety that makes him reluctant to accept them on board. Command 1. Leaping 1. aluminium baseball bat Strength: 3. however. acting as further sets of ears and eyes to gather information that he needs. Brawling 1. destructive weaponry or the unknown. Characters such as Sara Kingdom in The Dalek Master Plan. Put simply. is a person that Ace trusts. pleasant face look hard. she typically reacts by running away. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. ACE (DOROTHY) Apparent age: late teens Species: Human.

She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton. Acute Hearing 1. she enjoys dressing up in period clothing. neck-length straight hair. Acute Hearing 1. His confidence in his own genius makes him arrogant and pugnacious. Round-faced Adric has black. a sharp. Despite her ability to reason sensibly. she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. however. star-shaped badge for mathematical excellence. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. First Aid 1. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. a snub nose and brown eyes. straight hair which comes down to her neck.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. Beige. however. She will support and comfort other women who are scared or upset and restrain her own fears while doing so. In turn. he is a cheerful. appreciate how useful the young scholar’s skills are to their plans. the enemies of the Doctor. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. Quick Recovery 3 Control: 4. Independent Spirit 2 Awareness: 2. such as the Master. and Adric can find himself manipulated into working against the Doctor. And she will become assertive if she has to champion a cause she believes in. blue. BARBARA WRIGHT Apparent age: late 20s Species: Human. Running 1 Knowledge: 4. Screaming 1. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. Intuition 1. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. bouffant. Running 1 Knowledge: 5. Stealth 1. obeying them with studious accuracy. 72 . she is easily scared by the unknown and can behave irrationally. Adric’s fault is that he can take commands or suggestions too literally. Mathematics 3. Earth Equipment: None Strength: 3. and he tends to dismiss the opinions of more experienced people. He looks about 16 years old. Keen Sight 1. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. Although Barbara is a vulnerable character. even to the extent of betraying his friends. Strong Passion (Ian Chesterton) 2 Awareness: 3. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races. oval face and green eyes. Cheat Death 2 Control: 4. She has brown. or at least believes is the right one in the circumstances. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. she can become distressed if he is not there to comfort her. Like Ian Chesterton. Science 1 Determination: 3. although she tends more to appreciate its fineness or the quality of jewellery. History 2 Determination: 3. Usually. baggy trousers complete his attire.

Wilderness Law 1 Determination: 4 Awareness: 3. Ben gets on well with Polly. the Doctor finds this difficult to understand. His attitude towards the second Doctor. however. he would rather be part of the action. Driving 1. Benton will jump his captor. so if someone in a uniform tells him to do something. Ben has fair. Stealth 1. making it a very English relationship. Lockpicking and Safecracking 1. although she tends to restrain her feelings: it is Ian who often speaks for both of them. often calling her Duchess. Brawling 1. Quick Recovery 1 Control: 4.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. Cheat Death 1. He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. He will argue a point forcefully and insistently even if his efforts are to no avail. 73 . She is in love with Ian. Ben will probably do it with little argument. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Although he often accepts these tasks stoically. as a result he is more argumentative. Precision 1. well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. And if he cannot win by direct argument he will try to think of another way of achieving an objective. Swimming 1 Knowledge: 4. Navigation 1 Determination: 4 Awareness: 3. Range 4). He habitually drops his aitches in speech and uses Cockney rhyming slang. walkie-talkie Strength: 5. Sailing 1. Quick Recovery 1 Control: 4. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. but neither person seems to realize the truth. He regards the Doctor very much as the captain of the TARDIS and treats him with respect. First Aid 2. Cheat Death 1. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises. Earth Equipment: Automatic pistol (Wounds 5. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. Tracking 2 Benton is a charismatic. As a UNIT sergeant. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. is very different. sandy hair and hazel eyes. Con 2. Explosives 1. Intuition 1 Ben is an arrogant. BEN JACKSON Apparent age: mid 20s Species: Human. SERGEANT BENTON Apparent age: early 30s Species: Human. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. Engineering 1. Marksmanship 3. Running 1 Knowledge: 4. Ben is used to taking orders. Brawling 2. Running 1. Earth Equipment: Penknife Strength: 4. Piloting 1. Marksmanship 1. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. Fast Reactions 1. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. Mechanics 2. First Aid 2. silencer. Stealth 1 Size: 4 Weight: 3 Move: 3. He is a dependable character with a strong liking for the Doctor and his travelling companions. Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier. Bureaucracy 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3.

Range 4). good-humoured nature means he gets on well with the troops and low-ranking officers alike. If it is inexplicable and alien. he is usually accompanied by a driver or pilot. Cheat Death 2. Running 1 Knowledge: 4. sand-coloured UNIT beret. Explosives 1. Marksmanship 2. binoculars Strength: 4. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. First Aid 1. Brawling 1. short black hair. Lethbridge Stewart has a handsome. Quick Recovery 1 Control: 5. He will often come up with another. he is prepared to accept what the Doctor says is true. Bureaucracy 1. but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. the Brigadier is still sceptical about the Doctor and space-time travel. Wilderness Lore 1 Determination: 4. He devises clear. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. He dresses in either a khaki uniform or combat fatigues. Piloting 1. walkie-talkie. In spite of regular confrontations with the unbelievable. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. Solidly built Benton has a squarish face. swagger stick. although he greatly realizes the Time Lord’s usefulness. He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. He is courageous but not foolish. plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. worldwide intelligence group that monitors and investigates alien threats. an independent. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant. The Brigadier favours using an old-fashioned Webley pistol as his sidearm. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him. Fast Reactions 1. angular face.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. THE BRIGADIER Apparent age: late 30s Species: Human. It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. His practical. 74 . Earth Equipment: Revolver (Wounds 5. a neatly trimmed black moustache and hazel eyes. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger. Indomitable Will 1 Awareness: 4. he rarely drives himself anywhere. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo. blue eyes and mid-brown short hair. Technically he reports direct to UNIT’s main base in Geneva. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say. Driving 1. As an officer. Command 2. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. complete with a light.

She makes extensive use of the TARDIS’s wardrobe. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. The outfit was topped off with a floppy red peaked cap. Dodo has a roundish. Medicine 2. but somehow it has a habit of going wrong. Harry is a lieutenant in the Royal Navy. neatly cut black hair. A duffel-coat seems to be all he needs to survive the harshness of cold climates. His good-natured and caring approach can. who has described him as a clumsy. hazel eyes and short. curly brown hair. HARRY SULLIVAN Apparent age: early 30s Species: Human. Cheat Death 1 Control: 3.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. Blue eyes twinkle out of Harry’s squarish face. 75 . Her almost ceaseless optimism can be irritating. He typically wears naval club attire: a navy blazer. Failure. yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. grey trousers and black shoes. Dodo maintains her child-like qualities. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. Yet she acts as a welcome check on the hasty. Harry always tries to do what is best for his friends. Driving 1. are precious. fragile objects. Despite her startling adventures. however. Earth Equipment: Emergency medical kit Strength: 5. which is framed by short. First Aid 2. She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions. Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. Earth Equipment: None Strength: 3. Science 1 Determination: 4 Awareness: 2. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. especially to the Doctor when it is time to be serious. Disguise 2. Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard. Perhaps Dodo’s most striking choice of clothes is the sleeveless. does not seem to deter him: his strength is that he will keep trying until he succeeds. where he is a medical doctor. Women. however. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. ill-considered actions of Steven Taylor and often prevents him from doing something foolish. Musicianship (piano) 1. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. low-cut bright red top with a central. thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. ham-fisted idiot. rough London accent which makes her laugh seem rather throaty at times. She has a distinctive. smiling face. Running 1 Knowledge: 4. Brawling 2. Escapology 1. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. in Harry’s eyes. Confronted with the unknown. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying. pale blue shirt and naval tie. Dodo typically wears sensible flat black shoes. even if there is a common aim. Marksmanship 1. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous. He appears disarmingly friendly. Screaming 2. She is easily scared by the unknown.

Jamie is a brawny youth with brown hair and blue eyes. Edged Weapons 2. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. He is fond of the Doctor. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Jamie carries a weapon. He usually wears a neat suit with shirt and tie. He wears a kilt and sometimes a plaid. a dirk which is usually stuck in the top of one of his long socks. green eyes and short. but he has a shrewd mind which is quite capable of tackling practical problems. Edged Weapons 2. who cannot always work out what the Doctor intends to do. Brawling 2. JAMIE MCCRIMMON Apparent age: late teens Species: Human. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. Blunt Weapons 1. These qualities and his bravery do justice to his title of Sir Ian of Jaffa. Running 1 Knowledge: 4. although his upbringing means he is superstitious and largely ignorant of technology. awarded to him by King Richard I of England at the time of the Crusades. Acute Hearing 1. Ian has a handsome. Science 1 Determination: 4. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. Brawling 2. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. he rarely loses sight of his logic in an argument. Cheat Death 1 Control: 4. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. Mountaineering 2 Size: 4 Weight: 4 Move: 3. Running 1 Knowledge: 3 Determination: 4 Awareness: 3.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. Jamie has no difficulty understanding how to use weapons such as blasters. Driving 1. however. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. although their relationship has developed only during their travels with the Doctor. Outwardly an observer might notice only that they were good friends. He is more a fighter than a thinker. Although Ian is hot-tempered. but is ready to adapt to his environment and wear period clothes. His meeting with people from other worlds and times reveal that he has a ready wit. Despite coming from a culture which uses muskets and flintlock pistols. Marksmanship 2. The Doctor’s actions sometimes puzzle Jamie. Earth Equipment: Dirk (Wounds 4) Strength: 5. Resourceful Pockets 1. likeable face. hardy and full of fighting spirit. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. 76 . Cheat Death 1 Control: 3. Strong Passion (Barbara Wright) 2 Awareness: 3. The young highlander is tough. He is close to fellow schoolteacher Barbara Wright. his quick-thinking is a constant help when negotiating with other people. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. neatly cut brown hair. Unusually for one of the Doctor’s companions. particularly Barbara. He acts nobly and defensively to help his friends and travelling companions. Ian. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit. is quietly heroic: he might only boast of his exploits after an adventure has ended. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5.

Escapology 2. Earth Equipment: Lockpicks and skeleton keys. Size 7. especially if forced extensively to use his blaster. is a sweetie. attractive Jo is a fully trained UNIT agent. She is slightly scatterbrained and decidedly accident prone. Independent Spirit 2 Awareness: 3. Jo has a lovable. Cryptanalysis 1. UNIT’s headquarters is considerably brightened by Jo’s presence. even though he may not be able to explain it simply. an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. Special Immunity. Regenerative Powers (circuits only) 3 Control: 3. First Aid 1 Determination: 2. Precision 3. Martial Arts 1. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. His responses are short. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be. Radiation 1) with a weak point (neck. battery powered and capable of independent action and thought. his portable computer and doglike companion. Wounds 3 on stun) Strength: 3. The accuracy of his English can be quite humorous. but her irrational or clumsy actions often have a habit of working out for the best. Jo also tends to wear chokers. Most noticeably. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. Cheat Death 2 Control: 3. including their numbers and probable intent. Science 1. K9 has an inquiring mind. For a robot. she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. miniskirts or crisply pressed flares and clumpy platform-soled boots. She wears fashionable clothes from the early 1970s: brightly coloured. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6. ‘Affirmative’ or ‘Negative’. she is quite competent in some areas. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Lockpicking and Safecracking 2. Explosives 1. K9 is mobile. Striking Appearance 2 Poor Jo always tries to help the Doctor. Medicine 1. It is sometimes hard for some observers to believe that petite. counterpointing the sometimes vague requests or statements of the Doctor. Marksmanship 3. Serendipity 3. Acute Hearing 4. baggy paisley or flower-patterned blouses with large. in effect. rounded collars. pleasantly attractive face. Acute Hearing 1. often with the best of intentions. Although her placement is because of family influence. but invariably hinders him or disrupts his experiments. and is eager to show that she can be of use when one of her specialities is needed. Cryptanalysis 1. The Doctor also cannot resist tinkering to repair or improve parts of 77 . Driving 1. however. Computing 2. blue-grey eyes and a cheerful. She is ideal for wheedling supplies out of hardened quartermasters and the like. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’. Jo has mid-length to long straight fair hair. He has been programmed with everything his inventor knows and can rapidly assimilate new information. Con 2. Stealth 2 Size: 4 Weight: 3 Move: 3. chunky rings Strength: 3. Electronics 1. Always logical and precise. He communicates with his master by speech. TARDIS 1 Determination: 6 Awareness: 4. Running 1 Knowledge: 4. blaster (Wounds 7 on kill. K9 can reliably store and recall data using his computer circuits. Keen Sight 2. Armour 2). K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. Jo. quite simply. Mathematics 2. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. and delivered in a rising electronic voice.DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human.

His visual circuits are protected by a red panel running across his forehead. Edged Weapons 2. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. Acute Hearing 1. but a blinding explosion in The Horror of Fang Rock turned them blue. Driving 1. ribbed link. and she often takes independent and sometimes rash action against the advice of the Doctor. Keen Sight 2. Her speciality. Disguise 1. 80cm long at the base and built out of a grey metallo-plastic. Running 1 Knowledge: 5. answering at the same time. Tracking 2 Leela is a savage warrior of the Sevateem. 78 . Originally called in by UNIT during the first Nestene invasion. Linguistics 2. about 50cm tall.DOCTOR WHO — TIME LORD K9. and believes it is right to celebrate the death of an enemy. She undertook research at Cambridge University and has degrees in medicine. tough leather body armour (Armour 3). Independent Spirit 1 Awareness: 4. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. tancoloured hunting leathers and knee-length leather boots. Two curved antennas on his head act as tracking and audio sensors. Her warrior training has made her ruthless and fearless. She will often unintentionally contradict the Doctor. K9’s flat-sided. Stealth 2. Stealth 1 Size: 4 Weight: 3 Move: 3. First Aid 1. however. K9 is ingot-shaped. doglike head is attacked to his body by a flexible. Computing 2. K9 can issue printed reports using the hard copy output located in his mouth. has long brown hair. Science 2 Determination: 4. clever scientist who frequently proves she is more than a pretty face. Acute Hearing 2. Iron Constitution 2 Control: 5. Poisons 2. A raised cowling on his snout conceals a blaster that has to be extended for use. Leela asks direct questions of the Doctor and other people. Archery 1. A push-button control panel is located in the centre of his flat back. Cheat Death 2 Control: 4. Earth Equipment: None Strength: 3. She is quick to suggest killing an opponent as a way to get rid of him. she also boldly states whether something is within her capabilities. tanned skin and typically wears hard-wearing. Leela appears to be in her mid 20s. Electronics 2. Medicine 2. This primitive background means she is superstitious. Janis thorn (fast-acting poison 5) Strength: 5. Striking Appearance 2. Wilderness Lore 3 Determination: 5 Awareness: 3. LIZ SHAW Apparent age: late 20s Species: Human. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. his tail is a radio aerial. Running 1 Knowledge: 2. physics and a number of other subjects. she stayed on as the Doctor’s assistant. Striking Appearance 2 Liz Shaw is an attractive. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. Cryptanalysis 1. when they are questioned by someone. Detective Powers 1. is meteorites. leaving him out of action and in bits in the TARDIS. Intuition 2. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. around which hangs a tartan dog collar. She initially had brown eyes. although her adventures with the Doctor mean she is slowly believing less in magic and more in science. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). Her movements are catlike and betray her fierce background.

voluminous short coat for outside wear. Astrogation 1. Electronics 2. Gymnastics 1. Cheat Death 2 Control: 5. She is truthful. Screaming 2 Mel is a tireless reformer of people. and a white. she can seem squeaky-voiced and anxious. floppy-brimmed hat. First Aid 1. MEL (MELANIE) Apparent age: early 20s Species: Human. curly red hair makes her distinctive and easy to spot in a crowd.DOCTOR WHO — TIME LORD Together. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. A matching bow in her hair completes her outfit. she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. Temporal Science 1 Determination: 4. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. As a fitness fanatic. Acute Hearing 1. Cheat Death 2 Control: 4. Mel’s long. Her other great quality. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. as does her tendency to wear candy-coloured clothes. Her outfits are rounded off by knee-length white boots. a black. educational experience. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. When she is calm. Command 2 Awareness: 3. Fair hair. Dancing 1. Bureaucracy 2. TARDIS 1. and a mid-blue top with white polka-dots and pleated tails. In spite of her nervous nature. Law 2. making it sometimes difficult to tell whether she is happy or scared. She typically wears white sacks with navy polka-dots. Science 2. green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses. Liz becomes quite serious and intense when she has a scientific problem to unravel. as the Doctor says. Running 1 Knowledge: 5. qualities that suit her computing work in 20th century England. She is quick-witted and will make the most of any opportunity presented to her. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. Computing 1. Her favourite colours appear to be pink. NYSSA Apparent age: early 20s Species: Human. Because she is strong-minded. Eloquence 2. the one making up for the shortcomings of the other. but Liz also has a tendency to wear outrageously fashionable clothes. Running 1 Knowledge: 4. Pseudoscience 1. She is imbued with the peace-loving and noble nature of her father. Cybernetics 2. she and the Doctor make a formidable research team. Computing 2. Screaming 1. Stealth 1 Size: 4 Weight: 3 Move: 3. Mel has a thin face and dark green eyes. Dancing 1. Medicine 2. Traken Equipment: None Strength: 3. Electronics 1. Marksmanship 2 Size: 4 Weight: 3 Move: 3. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. is that she has a memory like an elephant’s: she does not forget information or details. Her brilliance is sometimes overshadowed by the Doctor’s own genius. honest and very trusting. Con 1. She has subjected the Doctor to a fitness programme. Mel always seems to be bounding with energy. Eloquence 1. She is quite bright and inventive. Science 1 Determination: 4 Awareness: 3. Earth Equipment: None Strength: 3. When she is excited. which accounts for her belief that there is good in all things no matter how evil they 79 . flat white shoes or boots. Detective Powers 2.

Like Tegan. Bioelectronics is Nyssa’s speciality. She prefers to let other people act and interferes only if they get nowhere. All of her bright. Her father’s form has been usurped by the Master. 80 . Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. a field of knowledge which she has been able to develop with the help of Adric. Cheat Death 2 Control: 3. None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. Running 1 Knowledge: 4. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. Stealth 1 Size: 3 Weight: 4 Move: 3. Nyssa has an attractive. brunette hair. whose mathematical abilities have enabled her to solve problems that were once beyond her. Her adventures with the Doctor have given her an enviable tan. Her youthful. Nyssa can be provoked into action when those she cares for are endangered. Her trust in the Doctor is absolute. a wide smiling mouth. and high-heeled shoes. aristocratic. Screaming 2. Although she is quiet and thoughtful. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. summery clothes usually clash with the Doctor’s outrageous outfit. Earth Equipment: None Strength: 3. hazel eyes and shoulder-length straight.DOCTOR WHO — TIME LORD might seem. at which point she becomes nervous and edgy. Peri has an oval face. scientific mind. wavy auburn hair. Striking Appearance 2 As an American botany student. Loyalty and a sense of right and wrong are some of her strongest traits. Independent Spirit 2 Awareness: 3. Rather than plan her actions. Intuition 1. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. blue-grey eyes and long. Her technical background means she sometimes lapses into incomprehensible scientific speech. She quickly gets fed up with places and people if they have no interest for her. often resorting to bitter sarcasm to make it known that she is unhappy. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process. Science 2 Determination: 3. and she started travelling with the Doctor in the hope of restoring her father to his former self. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. Peri has an inquiring. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. tight-fitting trousers of the same material. Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens. Peri relies on intuition and instinct. narrow oval face.

although she does not protest at being assigned such a role. is a good friend and he and Polly often tease each other. Marksmanship 2. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. Ben Jackson. Her employer describes her as a cracking typist. She typically wears above the knee dresses. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. the hottest night spot in town. Haughty and aloof by nature. First Aid 2. Cheat Death 2 Control: 3. Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. Cryptanalysis 1. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. Whatever difficulties she gets in. 81 . She is a poor judge of character. Stealth 1 Size: 3 Weight: 3 Move: 3. Screaming 2. Iron Constitution 2. Pseudoscience 3. Dancing 2. Riding 1. she will face stoically: it takes something really horrifying for her nerve to crack. and can be quite gullible if she is told something that she does not already know. She will often analyse the personality defects of a person out loud in an almost offhand way. Her face is heart-shaped with strong cheekbones. she can happily turn her hand to repairing old electronic equipment. TARDIS 2. Computing 1. Electronics 3. Polly has an inquiring. despite his rough nature and background. Earth Equipment: None Strength: 3. Bureaucracy 1. Once she has plucked up courage. She knows where to find the top night clubs and regularly goes to The Inferno. Science 1 Determination: 4 Awareness: 3. Eloquence 1. Regenerative Powers 3 Control: 4. Screaming 1. Cheat Death 2. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. Temporal Science 2 Determination: 5 Awareness: 3. First Aid 1. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. She is easily scared by monsters and will often scream when one surprises her. She continues this clown-like behaviour on her travels with the Doctor. Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. however. she is prepared to argue and ask questions. which is where she met fellow companion Ben Jackson. Running 1 Knowledge: 3. sharp mind and a humane view of life: she is shocked by killing. often not seeing beneath a dishonest facade. MacGuffin 2. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background. but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. Stealth 1 Size: 4 Weight: 3 Move: 3. large earrings and heavy eye makeup and looks quite a dolly bird. Sleight of Hand 2. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. Running 1 Knowledge: 5. Much of the time the people she meets treat her as an attractive coffeemaker. To Romana. Science 3. however. That said.DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human.

Temporal Science 2 Determination: 5. however. Running 1 Knowledge: 4. Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord. more frivolous side of Romana’s nature. making her nearer to the Doctor in temperament. especially when she believes she excels in a topic that the Doctor is weak on. Cheat Death 2. smiling face and impish blue eyes make Romana more approachable in her second incarnation. The change has brought out the lighter. inquiring mind. Regenerative Powers 3 Control: 4. sometimes taking on more than she can really cope with. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. Marksmanship 2. Electronics 3. Resourceful Handbag 1. Cheat Death 2 Control: 4. Con 1. Running 1 Knowledge: 5. Pseudoscience 3. MacGuffin 2. such as making the tea or tidying up. Bureaucracy 1. Escapology 1. wavy hair and blue-grey eyes. In her first incarnation the 140-year-old Time Lord has long. Computing 1. She is an investigative journalist with an intelligent. Cryptanalysis 2. Science 3. In spite of the change. which leaves her 82 . she has retained her intelligence and scientific interests and abilities. Bureaucracy 1.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. Screaming 1. Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. Although she constantly changes her clothing. Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. Driving 1. She is still worried. and a sailor’s outfit with a straw boater. She has long. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. TARDIS 2. Stealth 1 Size: 4 Weight: 3 Move: 3. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. auburn. SARAH JANE SMITH Apparent age: mid 20s Species: Human. Independent Spirit 1 Awareness: 3. Iron Constitution 2. Serendipity 1. straight fair hair. Her round. First Aid 1. while on Earth with the Doctor she often pursues stories as a freelance. a regeneration she went through on a whim rather than out of necessity. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. Earth Equipment: Capacious handbag Strength: 3. And she will try to tackle any task that she believes she is the equal of any man at doing. First Aid 1 Determination: 5 Awareness: 4. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. well-tanned face make her almost classically Grecian in appearance. She will happily disobey the Doctor to pursue her own line of investigation. however. a schoolgirl’s outfit. inadvertently stumbling across the occasional menace to Earth’s safety in the process. Sleight of Hand 2. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. Stealth 1 Size: 3 Weight: 3 Move: 3. including a long white scarf. Among her outfits have been a pink parody of the Doctor’s clothes. she wears more practical apparel.

an action that almost cost him his life. for example. A handsome man. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. She often makes up for lack of skills by tackling a problem enthusiastically. if he has no one to back him up. such as a brown. Sarah. Brawling 2. He is something of a sceptic and tends only to believe that which he can confirm himself. Quick Recovery 1 Control: 4. Pain Resistance 1. Steven has strong features and neatly coiffured light-brown hair. for more expected adventures she resorts to wellington boots. Earth Equipment: Panda mascot Strength: 5. STEVEN TAYLOR Apparent age: late 20s Species: Human. Such an attitude makes Steven seem blunt and tactless. is plucky and will try to extricate herself from difficulty on her own. Steven irrationally rushed back to save his panda mascot. His habit of calling the Doctor ‘Doc’ irritates the Time Lord. At one time she might wear a matching trouser suit. she has blue eyes. Steven rarely takes anyone’s statement at face value. however. Computing 1. Striking Appearance 1 Steven Taylor is an adaptable. On the planet Mechanus. Stealth 1 Size: 3 Weight: 4 Move: 3. 83 . Leaping 1. although any slights are usually unintentional. typically brown with wide lapels and even wider flares. He is almost smug when he has information that no one else has discovered or worked out. Astrogation 2. She protests heartily at any hardships. resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. mid-length skirt and thick woollen pullover. Wilderness Lore 2 Determination: 4 Awareness: 4. heart-shaped faced is framed by mid-length black hair. or errs on the side of tastelessness. such as a stiff-looking fawn corduroy suit. the Doctor will goad her onwards. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. Escapology 1. This seems to have no effect on Steven. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing. Lockpicking and Safecracking 1. cream and orange striped turtleneck top and brown slacks. a bright yellow waterproof coat. His rashness is tempered only by the extremes of a situation. Steven is strong-minded enough to make deliberate insults to a person’s face. or by the intelligent reasoning of a companion such as Vicki or the Doctor. when she is on the point of giving up. Sarah’s clothes range from the fashionably smart to the downright practical. however. Whatever he picks is slightly unfashionable. although she becomes quite despondent if she fails. His self-confidence often does not make up for a lack of foresight in planning or poor timing. First Aid 1. whose easy going. self-confident nature seems impervious to criticism. Marksmanship 1.DOCTOR WHO — TIME LORD feeling quite indignant. Piloting 2. who snaps rejoinders for Steven to call him by his proper name. Driving 1. Edged Weapons 1. Her attractive. Running 1 Knowledge: 4.

For forays outside the TARDIS she has a short. slightly disturbing look about them. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done. his shifty behaviour. Tegan has short auburn hair. Her immaturity sometimes shows when she behaves childishly or selfishly. Independent Spirit 1 Awareness: 3. Con 1. Earth Equipment: None Strength: 3. Susan rarely has a clear plan of action. Cheat Death 2 Control: 4. Marksmanship 1 Size: 4 Weight: 4 Move: 3. First Aid 1. Tegan continued to wear her lilac stewardess’s jacket. have a distant. in her eyes. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. Driving 1. She is in her early twenties. narrow slacks. short skirt and hat. however. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. framed by her arched black eyebrows and shock of unruly black hair. TEGAN JOVANKA Apparent age: mid 20s Species: Human. Like the Doctor. although she sometimes realizes the full implication of what she is involved in and becomes afraid. In human reckoning she looks to be about fifteen years old. Generally. Science 1. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. Running 1 Knowledge: 6. she is a bright and cheerful woman. Temporal Science 1 Determination: 3 Awareness: 4. During her initial adventures with the Doctor. Despite her independent spirit and unwillingness to be forced into roles that demean her. flat shoes and an assortment of plain or striped tops. Susan typically wears stirruped. She is an active companion. Artist 2. irrational and upset. Computing 1. yet shows a shocking ignorance in others. cotton print dress in bright irregular splashes of colour and red court shoes. Susan is resourceful and inventive. Her dark eyes. Running 1 Knowledge: 4. Stealth 1 Size: 4 Weight: 3 Move: 3. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. and often displays a good sense of initiative when opportunities present themselves. she is an improviser. 84 . Acute Hearing 2. thereby bringing hardship on herself and forcing her companions to help her. Iron Constitution 2. Regenerative Powers 3 Control: 4. She is brilliant at some subjects.DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. Cheat Death 1. She distrusts Turlough mainly owing to what is. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. First Aid 1. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. hazel eyes and an attractive face with a strong jaw-line. and her impulsiveness can sometime lead to misfortune. always ready to leap into action. Susan is too young to know much about the universe. but not once he is free of the Guardian’s influence. especially if the Doctor seems to be doing nothing to resolve a problem. When she is not unbalanced by fear or a sense of panic. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed. TARDIS 1. however. TARDIS 1 Determination: 5. Even for a Time Lord.

mysterious air. direct nature conflicts with Turlough’s detached. from which she was rescued by the Doctor. He would rather use charm to make a person to see his point of view than argue heatedly. Command 2 Awareness: 4. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. Transmat 1 Determination: 3. however. Science 2. Running 1 Knowledge: 5 Determination: 3 Awareness: 3. Because she is so young. Iron Constitution 1 Control: 4. 85 . might give away his criminal status to someone if Turlough were careless enough to reveal it. Astrogation 1. Turlough has short. He is reluctant. Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. His attitude often causes conflicts with Tegan. His determination to keep his background a secret gives him a furtive. Stealth 2 Size: 3 Weight: 4 Move: 3. calm approach. Con 1 Turlough appears to be a normal Earth male in his mid to late teens. Pseudoscience 1. his behaviour is attributable to a desire to find a calm and rational answer to a problem. a black tie with fine yellow stripes and black shoes. landing herself in trouble. TARDIS 1. ginger hair and blue eyes. One mark. He typically wears the uniform of his public school: black blazer. whose brash. grey shirt with a wing collar. The Doctor’s best opinion of her would be as a foolish child. the Black Guardian. and easily terrified by alien monsters. Computing 1. Swimming 2 Knowledge: 6. waistcoat and trousers. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. Her youth and naivety mean that she is easily taken in by other people. he is slightly contemptuous of the primitive people of 20th century Earth. Stealth 2 Size: 4 Weight: 3 Move: 3. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. Cheat Death 1. Despite her weaknesses and childish behaviour. and will become sulky or even wander off to find something else to do. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. too. Such odd behaviour can also be attributed to his original patron. Driving 1. Animal Empathy 1. about being pushed into things that he would rather not do. VICKI Apparent age: mid teens Species: Human. Ian and Barbara. Her spaceship crashed on the planet Dido. He is scrupulous in his efforts to keep the brand hidden. Cheat Death 2 Control: 4. Running 1. and will often accept people for what they say they are. Earth Equipment: None Strength: 2. She lacks the patience. Vicki has one great weakness: she is absolutely terrified of heights. Turlough is quite capable of taking decisive action when it is needed. a Mesos triangle on his upper left arm.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. exile Equipment: None Strength: 4. She is bright but seemingly innocent. but is really a Trion who has been exiled to Earth. although he would be concerned if she went missing. to let other people get on with a task. Because Turlough comes from an advanced culture. Bargaining 1.

Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. but much of what he knows is familiar. although he seems to lack the imagination and foresight that would make him a 86 . long socks and sturdy boots. a fellow traveller. Mechanics 1. He is a stickler for form except when he is off-duty or on undercover assignments. In her initial travels with the Doctor. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Running 1 Knowledge: 4. VICTORIA WATERFIELD Apparent age: late teens Species: Human. however. Left to his own devices he can cope with most situations. He will get the job done competently and conscientiously. walkie-talkie Strength: 4. Screaming 3. Command 2 Awareness: 4. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder. Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. She is a demure young lady. is someone she can understand: he comes from a slightly more primitive time than she does.DOCTOR WHO — TIME LORD Vicki has a youthful. Piloting 1. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. Science 1 Determination: 3 Awareness: 3. At time. Brawling 1. Leaping 1. For all his loyalty and his experience. with an ability to get on well with his men and his senior officers. Running 1 Knowledge: 3. Bureaucracy 1. Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. She has a round face. Jamie McCrimmon. Victoria wears full Victorian dress as appropriate to her standing. Cheat Death 1. Earth Equipment: Automatic pistol (Wounds 5. however. and has even dressed as a medieval page boy during her adventures. When he was killed by the Daleks she joined the Doctor on his adventures through time and space. blue eyes. Driving 1. but he is best in a support role or when leading men against other men. She is a small girl in her late teens. roundish face and mid-length fair hair that she sometimes wears in twin pony tails. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. he reassures her and acts protectively towards her. jacket. Range 4). is too bulky to allow the Doctor free movement in the TARDIS’s control room. however. In return. Stealth 1. well-spoken and charming. Earth Equipment: None Strength: 3. and tends to faint at horrifying sights or to scream in terror. Quick Recovery 2 Control: 4. She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. Blunt Weapons 1. Such an outfit. She tends to tease him to get him to do things he might ordinarily balk at. she does borrow form the TARDIS’s wardrobe. and her upbringing means she is modest in behaviour and dress. Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. however. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce. Mike Yates presents a dashing figure. By nature he is restless and does not like sitting around doing nothing when something should clearly be done. and mid-length dark hair. CAPTAIN YATES Apparent age: early 30s Species: Human. Wilderness Lore 1 Determination: 3. He is a typical young army officer: bright. Eloquence 1. Marksmanship 2. Electronics 1.

Intuition 1.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. ZOE Apparent age: late teens Species: Human. sparkly Emma-Peeler catsuit and white. such as the ones of 20th century Earth. Martial Arts 2. Thick. Her round. Astrogation 2. Earth Equipment: None Strength: 3. pointed ankle-boots. 87 . Cheat Death 2 Control: 4. Zoe typically wears futuristic clothing. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. pink scallops. Stealth 1 Size: 4 Weight: 3 Move: 3. simply infuriate her. In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. dark make-up. Mathematics 2. Screaming 1. and will ask pertinent. Zoe is tough and quite able to defend herself. Running 1 Knowledge: 4. Computing 3. Photographic Memory 2. He is an able second who benefits most from working under a strong. such as a dark. or black plastic miniskirt and short-sleeve jacket. searching questions to further her knowledge. both edged with broad. Zoe is keen to learn about items and processes she has not come across. blue eyes and short. Temporal Science 1 Determination: 4 Awareness: 4. Robotics 1. Despite her small. and black plastic boots. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. Science 2. with a narrow. capable leader. childlike frame and features. Electronics 1. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. Yates is slimly built. handsome face. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. Zoe is a product of the Earth of the early 21st century. primitive ones. Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class. Piloting 1. mid-brown hair. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. Computers seem almost like toys to her owing to her ability to quickly work out programs in her head.

Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. Replicant Autons are indistinguishable from the real person and can think for themselves. 88 . Each one embodies part of the Nestene intelligence. A sophisticated version of the basic Auton. Wounds 3 on stun). It is inevitable that some people’s favourites will be missing. are those that appeared in The Moonbase and The Tomb of the Cybermen. lumbering movement that can betray their true identity. robots fabricated from plastics and given crude human features. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. if possible. Where doubt about abilities has arisen. but it should be easy enough to create them. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. and to detail them all in terms of the TIME LORD rules would warrant a book on its own. the replicant. Disguise 2 Autons are the mindless slaves of the Nestenes. and can pass for humans when they are dressed appropriately and given face masks. for example. therefore. They are not a succession of monsters to be blown away by trigger-happy companions. for example. At all times. Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. TIME LORD uses the most consistent one or fills in a few details! The referee should. are of necessity a selection of old and recent enemies. The aliens presented here are also only typical of their types: in most cases. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. In addition. especially as far as combat goes. and make sure that they convey the full menace of their television counterparts. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. If any referee wishes to make certain monsters tougher or weaker than they appear here. remember that aliens are full characters. The aliens presented here. have changed considerably since their first appearances in the DOCTOR WHO series. it inflicts 3 Wounds when set to stun.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. the statistics are for warriors of a particular culture. Some enemies. they have the physical strength of an Auton and the mental powers of their subject. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. Armour The resilient plastics body of an Auton counts as full Armour 8. It is possible. just as humans do. because the bullets are absorbed. When different backgrounds conflict. a group mind that in parts can control individual Autons and report back to the mental core. he should feel free to do so. Role-play them convincingly. particularly the Daleks and Cybermen. An Auton inflicts 2 Wounds if it strikes with its fists. Feel free to add or remove abilities to create specialists. but Autons have not been known to use this setting. Brawling 2. Autons have a characteristically jerky. They look like shop window mannequins. The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. Special Immunity (bullets) 2 Control: 2. but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable. can be made using the mind print of a person.

The intelligence travels through space. Each round after a successful grappling attack has been made. the intelligence inflicts 5 Wounds on its target unless that person can break free. Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence. Weaknesses Like its Auton subjects. All count as attempts to suffocate the defender. Weapons In its corporeal form. rubbery skin of the corporeal form has full Armour 7. it is immobilized. Control 3 and Move 1. the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. When it finds one. seeking out suitable planets to colonize. The intelligence needs to destroy any native population in an area so it can materialize in complete safety. it imbues with its ability of Hypnotism (but only at the agent’s Determination). Plastics objects vary in Strength. Whoever the intelligence takes over. Brawling 2. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. and plastic flowers made to spray suffocating films in people’s faces. but are typically Strength 3. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet. 89 . Inflatable chairs can be made to suffocate people. Control and Move. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6. plastic dolls or cables animated to strangle them. the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. Armour The thick.

The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas. however. Science 1 Determination: 7. Iron Constitution 2. joy or cruelty. twangy electronic voice: their speech circuits are incapable of inflection. without which they have become creatures of pure logic. which inflict 6 Wounds. Whenever an invasion force of Cybermen travels through space. They are completely immune to vacuum. The once human inhabitants of their home planet. Explosives 1. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. a process of physical replacement and mental conditioning. as yet. Eventually. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. Wounds 4 on stun). Tracking 2 Cybermen are neither evil nor good. the bulk of it travels in cryogenic silos from which it must be awakened. Marksmanship 2. their scientists eliminated what they saw as imperfections in their brains: emotions. developed the science of cybernetics to the extent that they could replace every part of the human body. These Cybermen have Knowledge 7. Extreme cold. Because their weak. metal fists. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. tubelike weapon clips onto the base of the chest unit. pity. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies.1 metres tall. discovered time travel). just clinically logical in their actions: they have no concept of fear. Indomitable Will 1 Awareness: 2. however. Cryptanalysis 1. with only circular holes where eyes should be. about 2. Cybermen look just silver-coloured metal men. Expeditions are led by a Cyber Leader. Special Immunity (heat. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. Their lack of fear makes them terrifying warriors to encounter. The Controller. forces Cybermen into hibernation. and a harsh slit for a mouth. a Cyberman has antennas that emerge from the side of its head and connect to the top. especially considering their resistance to most other species’ weapons. Cybermen can discharge part of their internal power to stun an enemy. Human bodies. Computing 1. which had returned to its home solar system. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. disease. In addition to their hard. patrols are headed by a Cyber Lieutenant. are essential to the survival of the Cybermen. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. with metal or plastic parts. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. Hydraulic pipes run over their flexible metal skin and into the accordion. in order to become Cybermen. Cybermen are preternaturally strong. Mondas. The optical units can be switched to see into the infra-red spectrum. seldom leaves their adopted home planet of Telos. Cybermen speak with a perfectly flat. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. except the brain. Precision 1. fleshy frames have been replaced. Captured humans are cyberized. Cybernetics 1. owing to their scientific advances. cold) 3 Control: 3.like unit on their chests. where a small metal grille conceals a heat-exchanger. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships. because the Cybermen can increase their numbers only by converting suitable subjects. the leader of the Cybermen. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. They became Cybermen. Their faces are impassive metal masks. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas. The solid. Instead of ears. because they do not need to breathe. Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. The chest unit also houses communication equipment and a light. radiation. Cybermen are disturbing simply because of their sheer inhuman behaviour. With no lip movement and no body language to observe. 90 . fist (Wounds 6).

The one used against the Cybermen in The Moonbase would be Wounds 4. The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. They are about 50 centimetres long and built from flexible metal segments. The Wounds inflicted count only as an increased difficulty against the target’s Move. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. These vary in effectiveness. where they secretively destroy materials and personnel. CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour. The most commonly used venom is a neurotoxin. it injects one of two types of venom. and a frill of short. Wounds 5. A cybermat’s bulbous head has two large white eyes. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point. shooting both out will deactivate but not destroy the creature. they have full Armour 9. energy bolt (Wounds 4. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. Cybermen employ these small. depriving the base of any materials that might be used against the Cybermen. Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish. 91 . therefore. inflicts 4 Wounds. but only paralyses its target. Marksmanship 1. Leaping 2. if the Cybermat’s bite gets through armour.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. Cybermen are always mobile. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. Cybermats can emit a weak energy bolt from their eyes. for the first six hours after activation because their Strength automatically beats the difference for the first five hours. Cybermats typically move through the service tunnels and ventilation ducts. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. two antennas. It has a range of 1 area. Weapons A Cybermat’s main weapon is its poisonous bite. which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. semi-intelligent robots to infiltrate enemy bases. cream-coloured tentacles which brush the ground. Instead. with a rate of decay of 1 an action turn. causing the Cyberman to seize up. Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. injects Wounds 4 poison).exchanger. Gold counts as a fast-acting poison. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat.

which can travel to a limited extent through time using taranium-powered machines. The Dalek creature itself is a hideous. Both factions use other species to compensate for their limited mobility.5 metres tall. Gloating 1. revenge and cruelty. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. ‘The Doctor is an enemy of the Daleks. Temporal Science 1 Determination: 6. slab-sided part is covered in large hemispherical nodules. Dalek armour is shaped like a pepper pot about 1. They are utterly ruthless. human mercenaries are used reluctantly because they are by nature treacherous. Cryptanalysis 1. Explosives 1. Indomitable Will 2 Awareness: 2. multi-tentacled mutant about 60 centimetres across. they also have the power of speech through a builtin electronic voice box. Time is no longer a barrier to the Daleks. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers. Iron Constitution 2. Robotics 1. Indomitable Will 1 Awareness: 2. for example. The Supreme Dalek is also known as the Black Dalek. grating voice box enunciates individual syllables: the word exterminate. The mutant itself has Control 4 and Move 1. Cryptanalysis 1. Iron Constitution 2. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. They have cream and gold armour and are led by the Emperor Dalek. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. an abnormally intelligent mutant specially bred for the purposes of leadership. A single eye-stalk juts out of its domeshaped head. Science 1 Determination: 6. leaving them only with strong emotions such as hate. he must be exterminated’ and ‘Halt or you will be exterminated’. Although Daleks are linked into a communication network. green. Special Immunity (radiation) 2 Control: 1. Gloating 2. Computing 1. Command 2. Ogrons are particularly favoured because they are stupid but loyal. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill. Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. Command 2. The harsh. the values of Control 1 and Move 2 are those of its armour. Special Immunity (radiation) 2 Control: 1. owing to its incredible will to live and a murderous desire to kill. because its armour is coloured black. Daleks are divided into two warring factions: pure strain and Imperial Daleks. especially in dangerous environments. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. Computing 1. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. Science 1. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. The lower. Robotics 1. comes out as ex-ter-min-ate. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. Their conversation tends to be along the lines of: ‘Exterminate’. 92 . Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. It is as dangerous outside its protective shell as it is inside. they have lost the powers of intuition and inspiration. Explosives 1.

Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. Daleks are supremely arrogant and overconfident. ‘My life at your command. Armour A Draconian’s tough. Armour 6 and Strength 4. cannot see. Their talon-like hands inflict 2 Wounds. There is no known cure. he saved them from a deadly plague for which he was made a noble of Draconia. A Dalek with a disabled eye-stalk. they do not injure the creature inside. Attacks against these weak points only disable the respective part of the Dalek. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. the third Doctor averted a potentially catastrophic war between Earth and Draconia. His rank is denoted by a large blue gemstone on a broad. whose court is on their home planet of Draconia. Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. and to do so is a tremendous breach of etiquette. ornamental wings curve from the robes at the shoulders. First Aid 1. Draconians speak with a harsh. and it takes much provocation for the Draconians to breach their treaties. scaly skin counts as tough leather full armour. At the time of the fifteenth emperor. pointed ears and the back of the head. Computing 1. Marksmanship 1. round the ragged. Flowing green and gold robes cover their scaly green bodies. About 2. green scales spread up from the neck. Science 1 Determination: 5. In Frontier In Space.2 metres tall.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. Astrogation 1. they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. if these are removed. battle computer and life-support systems. In many ways they think and act like humans. Command 1 Awareness: 3. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. princes of Draconia have a green sash with a green gemstone. with an attack period of 24 hours. 93 . Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm. it is possible to squeeze a human into the armoured shell. The armour houses and protects a Dalek’s power plant. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. both of which are Size 6. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. providing protection of Armour 3. Draconians have tall. Their brown faces are elongated with a black forked beard. and pointed. the blaster paralyses an opponent. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. When set to stun. The Draconians are ruled by an emperor. they often underestimate their enemies. Draconians of rank should be greeted with the words. The Doctor has twice helped the Draconians. Wounds 4. Yet they are honourable: it is virtually unheard of for a Draconian to break his word.’ Draconians are as civilized and as scheming as the next alien. blue sash. pointy heads topped by a small crest of green scales. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. slightly sibilant voice. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9. for example. DRACONIANS Weapons: Blaster (Wounds 6 on kill.

an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery. Limited Telepathy 2. too. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox. they have become creatures of instinct. a newly created Haemovore resembles the person it once was. long talons. is now a deathly white. barnacle-like growths. Quick Recovery 2 Control: 2. Command 2.2 metre tall creature of like power to the Ancient One. but is protected against certain attacks by its Psychic Shield. and Fenric’s physical form was again destroyed. its lips. Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. as the chemical mutation passed on by its creator takes hold. 94 . Weapons The sharp claws of a Haemovore inflict 4 Wounds. Much of their power for rational thought. 2. Swimming 2 Knowledge: 6. a full red. those of the Ancient One inflict 5 Wounds. Armour A Haemovore has no natural armour. changes: it puffs up and turns pale blue. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5. however. Poisons 2. Brawling 2 Size: 3 Weight: 5 Move: 3. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. becoming encrusted with white. Its skin. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. Fuse Metal 1. Science 1 Determination: 5. Its skin. Known as the Ancient One. or in wrecks and caves on the seabed. the Haemovores may yet again rise from the depths. The creatures live in small communities in the depths of the oceans. Although it still has the power of speech. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans. man poisons the Earth. a new Haemovore loses the power of speech and communicates through telepathy.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. Each community is led by the oldest present Haemovore. in the far future. and its fingernails. however. Although the Ancient One perished. its voice has become harsh and sibilant. otherwise they have no particular weakness. Limited Telepathy 1. has gone. the first of the Haemovores has by far the greatest powers. In time. A millennium or two of mutation produces the final form: a broadly built. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. At first. Fenric. the one with the greatest powers. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans.

against bullets. at ranges greater than or equal to the ability. but useless against as passive attack such a poison gas. Law 1. performing much the same role as silicon does in Earth technology. communication is automatic. Their technology. Bureaucracy 1. and their solutions to problems are usually direct and violent. however. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. Wounds 4 on stun). Yet they are capable of great subtlety. Pain Resistance 2. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves. Pain Resistance 2. Limited Telepathy allows communication only between other telepathic creatures. Engineering 1. Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. a mineral that is abundant on Mars and which they are eager to exploit sources of. Trisilicate is the material used in their electronic circuits. is heavily based on trisilicate. Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. Command 1. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill. Science 1 Determination: 6. Bureaucracy 2. therefore. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. Computing 1. Marksmanship 1. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. Special Immunity (cold) 2 Control: 3. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. performing the role of diplomat or expedition leader. with a difficulty equal to the distance in areas. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. Brawling 2. 95 . Ice Lords are the officers. Indomitable Will 1 Awareness: 3. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. Gloating 1. Electronics 1. the creature must beat the difference. It is effective. Mechanics 1. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. arid environment. Acute Hearing 1. blunt weapons and edged weapons.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. Robotics 1. The Ice Warriors have a long tradition of expansion by military conflict. which creates a psychic barrier that they cannot penetrate. At a number of areas less than the total ability of the telepathic creature. Acute Hearing 1. Special Immunity (cold) 2 Control: 2. Wounds 4 on stun). A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field.

Size 7 target. the Ice Warriors speak in low. Tufts of fur stick out from the joints in their green armour. the Ice Warriors have been bent on the domination of Earth. scaly carapace. It uses sonic energy. both types have heavy pincers. every 5 degrees centigrade above this increases the difficulty by one. Instead of hands. at others. This gap counts as an Armour 3. even when silent. frozen in a glacier. the Mechanoids have largely been forgotten. Alpha Centauri. electronic voices. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. sibilant tones. Engineering 1. Ice Warriors tend to move slowly and deliberately. ridged limbs and helmet make them look as if they belong to an ancient civilization.7 metres tall and looks like a multi-faceted. horny carapace and helmet count as full Armour 9. a small column topped by a broad. A Mechanoid is about 1. Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. is sometimes the answer to conflict or the advancement of their civilization. Ice Warriors are a political species and able to recognize that negotiation. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth. On the planet Mechanus. and have infinite patience to rebuild their work should it be destroyed. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. however. At the top of the sphere. the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. At the end of every action turn during which the ambient temperature difficulty is 5 or more. Science 1 Determination: 6 Awareness: 3. angular sphere on a low circular base. Armour An Ice Warrior’s green. and precede and finish their simple commands with spoken binary sequences. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. The heat does not inflict any Wounds. A narrow metal band runs round the middle of the robot and houses the two. however. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. Such prisoners will be well catered for.DOCTOR WHO — TIME LORD Like humans. Robotics 1. Computing 1. Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw. Arcturus and Peladon. Mechanoids. 96 .2 metres tall. not war. Seemingly betraying a reptilian background. Mechanics 1. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). Mechanoids have grating. Ice Lords are slightly built versions of the Ice Warriors. Electronics 1. but it is a sterile existence. without the heavy carapace. Ice Warriors are used to cold. At one time the Martian empire has been part of a federation of planets that has included Earth. they are clearly alien. and at 2 to 2. dry climates so they are particularly vulnerable to humid heat. an Ice Warrior inflicts 5 Wounds. When striking with its claws. however. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1. and the commands needed to gain access to the beautiful cities they create lost by man. sensors and its weaponry. slender metal feelers that the Mechanoid uses to operate machinery. The metal triangular panels that comprise its outer skin conceal circuits. When anyone encounters a Mechanoid city. are used to repairing each other. their breathing sounds laboured. Constructed during the first few years of Earth’s expansionist period. Their armoured.

DOCTOR WHO — TIME LORD Weapons
Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Armour
Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Weaknesses
Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

MOVELLANS
Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Weapons
Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

Armour
A Movellan’s resilient body is equivalent to full Armour 6.

Weaknesses
The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.

97

DOCTOR WHO — TIME LORD OGRONS
Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Weapons
Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

Armour
An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Weaknesses
Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

ROBOTS
Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.

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DOCTOR WHO — TIME LORD
Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Weapons
Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Armour
Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

Weaknesses
A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

SEA DEVILS
Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Weapons
Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

Armour
The natural leathery skin of a Sea Devil counts as full Armour 6.

Weaknesses
The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.

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The Silurians are related to the Sea Devils.DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment. A third eye. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. their splayed feet have three toes and their three-fingered hands end in talons. electronic locks and the like. Explosives 1. but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. Armour A Silurian’s tough skin counts as full Armour 6. when apes were considered as unintelligent playthings. It uses heat. Computing 1. located in the central crest. The disaster. Wounds 5. Opposition. where they went into hibernation. focusing infra-red energy on its target. Silurians have manlike brown bodies that are covered in fine scales. SOLDIERS Weapons: Depends on time and space. warbling voice. Iron Constitution 2. however. although their first given name has stuck. never happened: the planet went into orbit round the Earth and became known as the Moon. Electronics 1. Weaknesses Silurians are vulnerable to hexachromite gas. Wounds 3 on stun). The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. their underwater counterparts who were also forced into hibernation. No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. and the top of their heads are ridged and crested. is the dominant life-form. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. Flat trapezoid ears jut out from the side of their heads. emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery. round and almost sucker-like mouth is not suited to human speech. They once ruled the Earth at the time of the dinosaurs. forcing the Silurians into a sleep of many thousands of years. As a weapon. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. First Aid 1. The small. First Aid 1. however. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. It counts as a fast-acting poison. resulting in a deep. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies. Engineering 1. is most often provided by security guards or soldiers: whether the guards are 100 . The Silurians’ instruments never detected the post-disaster conditions they expected. it has a maximum range of four areas. Silurians are dismayed that man. A collar of rough skin falls down to their shoulders. Science 1 Determination: 4. a mere ape. which is poisonous to them. where he encounters all types of people. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas. There are colonies of Silurians all over the Earth.

By human reckoning. they are unarmoured except for a plate metal helmet. Special Immunity (high gravity) 2 Control: 3. which offers protection of Armour 5. Scouts have spherical spaceships. heavily muscled bodies reflect this. has a high gravity. Command 2. Gallifreyan Citadel guards fall into this category. however. Sontar. Although Sontaran technology is highly advanced. range 4 areas) Armour: Full Armour 8 Strength: 6. and the species’ stocky. Apart from a few basic soldiering skills. SONTARANS Weapons: Blaster (Wounds 6 on kill. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. Marksmanship 2. which counts as partial Armour 5. Soldiers in this period will be unarmoured apart from a plastics fibre helmet. Science 2. Robotics 1. phosphorescent green jellyfish. soldiers may be given plastics fibre body armour.DOCTOR WHO — TIME LORD from medieval England or a starship. Wounds 3 on stun. A superstitious people might easily believe them to be goblins. about 5 metres in diameter. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 . which offers protection of Armour 4. brown dome-like heads. a smooth. Warriors from countries such as Egypt would not have the benefit of armour. both of which count as guns with magazines. offering protection of Armour. Soldiers will usually be equipped with automatic rifles or submachine-guns. gunmetal-coloured space armour. Acute Hearing 2. Astrogation 1. but would be similarly armed. The Sontarans’ home planet. Ancient worlds Greek and Roman warriors wear plate metal body armour. Electronics 1. UNIT troops are in this category. a subject at which they are masters after countless years of conflict with the Rutans. Castle guards will be armed with a spear and have soft leather body armour. Keen Sight 2 Sontarans are built and bred for war. which is partial Armour 5. at the referee’s discretion they may have a sword as a secondary weapon and a shield. Gloating 1 Awareness: 1. They will be armed with a sword and shield. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. Sontarans have only two fingers on each hand and opposable thumbs. they are all basically the same: only the weapons and armour differ. which offers protection of Armour 2. Sontarans are ugly: they have smooth-skinned. Medieval worlds Knights are usually equipped with flexible metal body armour. Much of the time. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. dome-like helmet with narrow eye holes provides complete protection for the head. it is geared to war. A translation box on a wide belt allows a Sontaran to understand and speak any language. Temporal Science 1. these men have few special abilities. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. Normally. Computing 1. Piloting 1 Knowledge: 6. as well as a plate metal helmet. Their main weapon is the spear. a sort of intelligent. Wilderness Lore 1 Determination: 6. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. Coarse bristles sprout in tufts from their ears and chins. with squat features and small red piggy eyes. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. bordering on limited time travel. Engineering 1. which protects the head as partial armour 5. Wall guards may be armed with crossbows instead of spears. Modern worlds When on special assignments. Their manlike form is encased in flexible. Martial Arts 2 Size: 3 Weight: 5 Move: 3. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy.

When used as a weapon. too: they respect military hierarchy and are used to ordering people about. which compensate for a shortage of real abilities. a full invasion force is sure to be close by. it has a limited range of 4 areas. the Gravis oversees the 102 . retreating to their space ships to do so. Astrogation 1. Sontarans are always mobile. The Gravis is the driving force behind the expansion of the species. With the ability to construct sophisticated and accurate mining equipment. Sontarans act alike. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Engineering 1. They consider all other methods of reproduction as weaknesses. Sontarans need to recharge their energy periodically. Sontarans have little skill at negotiation. Armour Sontaran space armour counts as full Armour 9. It is considered as having Determination 4 and a range of zero areas for this purpose. the rod can be used to hypnotize and control subjects. Wherever there is a scout. Mechanics 1. Electronics 1. for at least six hours after each recharging. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. the species produces a Gravis. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. Weak pulses from the rod can be used to control Sontaran machinery. enabling the species to sustain tremendous casualties in war. which is exposed even while the protective helmet is worn. By modulating the light energy it emits. which can grow only by colonizing new planets. however. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. Weapons The Sontarans are highly dependent on their equipment.DOCTOR WHO — TIME LORD control centre for their operations. Science 1 Determination: 5. Sometimes. It counts as an unarmoured Size 7 target. Sontarans are clones: all of them look alike. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt. therefore. The main tool is a multi-purpose blaster and control rod. they have a high intelligence.

Large. They are its tools on Earth. and instead of teeth. cold. glassy eyes stare out sideways from an almost fishlike head. The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. Its underbelly is a pale brown colour as is the broad. Iron Constitution 2. tufts of black fur stick out from the overlapping sections. shovel-like hands. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. which the Yetis usually slash violently at an enemy. The back of a Tractator is protected by black chitinous segments. stick out from the top of the head and provide the means of directing and channelling gravitational energy. sucker-like base which allows it to move. need a supply of humans. They are about 2. Precision 1. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. The concentrated gravity field manifests as a pink nimbus around its target. picking on weakened.1 metres tall. If forced to. purposeless creatures. Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. however. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. bipedal and covered in long shaggy brown fur. causing to crash on the planet. Tractators stand upright and are about 2 metres tall. which they operate until their minds burn out. talon (Wounds 5) Armour: Full Armour 8 Strength: 5. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. about 40 centimetres long. Their red eyes. Knocking the Gravis unconscious or moving him away from the same planet will break his control. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. 103 . Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. pressure) 2 Control: 2. Two antennas. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. Originally constructed in the Himalayas. Brawling 2. the Tractators move in. Strength 7). short tendrils are visible between the Tractator’s thick lips.DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. the Yetis were given the form of abominable snowmen. If no such minds are readily available. to provide the living intelligence that powers and guides their mining machinery. or other intelligent minds. It has a pair of short. a Tractator will attack with its stubby claws. yet they are dangerous: their hairy hands end in razor-sharp talons. the Gravis will seek to divert passing spaceships. a being of pure thought from another dimension. stubby arms with ridged. carrying out physical tasks that either the intelligence or its human agents cannot manage. Weaknesses The Gravis is the Tractators’ greatest weakness. Special Immunity (heat. 4 in the case of other Tractators). instead of the more usual brown. but the effect is to increase the Tractators’ total ability at Control Gravity. When awakened by the Gravis. Indomitable Will 2 Awareness: 3. which inflict 2 Wounds. enabling the Tractators to travel through space. The creatures have a terrifyingly loud roar. the Tractators revert to harmless. These people are then harnessed to the mining machines. Without him. Its soft underbelly counts as soft leather partial armour. The Gravis is identified by its predominantly green skin. Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. offering protection of Armour 2. Weapons The main weapon used by Tractators is their Control Gravity ability. black leathery snout and yellow fangs are barely visible through the mass of fur. Tractators. Yetis look almost comically squat because of the breadth of their bodies.

Its prime human agent gains the mental abilities of the intelligence. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. resilient cobwebby substance that binds or envelops its target. small eyes. tangible evidence of the intelligence’s work. there is no trace of a neck. however. it counts as a successful grappling attack made by an opponent with Strength 7. First Aid 2. Electronics 1. and their control spheres. This telekinetic ability can produce physical manifestations similar to cobwebs. a pug nose and a slight. It can exert its powers through space. Without a control sphere in place. Once the intelligence has a human agent. puckered mouth give the Zygons an air of brooding menace. Gloating 2. The web also has the ability Special Immunity (fire) 3. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. A flap of fur usually conceals and holds in the sphere. Indomitable Will 1 and Telekinesis 1) and Awareness 7. it can gather together the materials necessary to build its robot servants. Cybernetics 1. Determination 8 (Special abilities of Hypnotism 1. which in effect it hypnotizes and then possesses. Weight 2 and full Armour 8. Control 3. Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. It is theoretically possible to destroy the intelligence in psychic conflict. Control spheres. the Great Intelligence drifts through time and space. A Zygon’s manlike body is upright and bipedal. A Yeti inflicts 5 Wounds when it attacks with its talons. ZYGONS Weapons: Electric charge (wounds 4. to restrain or move objects. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. Computing 1. seeking entry into the world of men. Their other relevant abilities are Strength 3. which is a Size 7 target. Lines of sucker-like nodules run along the limbs and spine. enabling it to resist burning and even to contain explosions. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. the intelligence is temporarily banished. Independent Spirit 1 Awareness: 3. the Yetis. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. Weapons Yetis are sometimes equipped with web guns that emit a tough. and form a crest on the Zygon’s head. Although the web does no damage. Deep-set. a Zygon’s fingertips end in small suckers. The Great Intelligence has no corporeal form.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. Telekinesis [Determination] This special ability gives the intelligence the power to lift. or even an active relic of the intelligence’s previous visitations. just the abilities of Knowledge 8. such as a Yeti control sphere. however. If its focus is destroyed before it can build up sufficient power to enter the physical world. a Yeti is inactive: it is like a machine that has been turned off. its green and orange skin. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. 104 . range 0). The guns have a range of only 1 area. A great dome-like head meets the shoulders direct. The TARDIS was once restrained in this fashion. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. but even the Doctor’s mind is too weak to contemplate such an action. Science 2 Determination: 6. It slowly suffocates a target. THE GREAT INTELLIGENCE Exiled from another dimension. looks unpleasantly rubbery and is slimy to the touch. fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3.

provided that they have recorded its body print. The usual procedure is to capture suitable specimens. A Zygon’s fists inflict 2 Wounds. 105 . usually machine assisted like that of the Zygons. Weaknesses Zygons have no real physical weaknesses. can lead them to underestimate their opponents. but they can be damaged by bullets. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle.DOCTOR WHO — TIME LORD Their burbling. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. Zygons will use any tactics they feel are necessary. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. Zygon spaceships usually carry tanks containing Skarasen embryos. sibilant voices sound menacing and betray the fact that Zygons are arrogant. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature. Their skin is equivalent to full Armour 6. preferably including key political figures. It is the ability exactly to mimic the physical appearance of another creature or person. Their arrogance. Confident in their own superiority over other species. record their body prints and allow shapechanged Zygons to take their places. the Zygons seek new worlds to make habitable: they prefer warm wet climates. Even a Zygon spaceship is partly organic. Because they are desperate to survive. Zygon technology uses organic materials. also transfer some or even all of the copied subject’s memory. however. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. The specimens need to be held onboard the Zygon spaceship in the event that their body print fades. even going as far as committing genocide. Armour Zygons have a tough hide. Particularly advanced shapechanging techniques. and connections are usually in the form of suckers on long rubbery stalks. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls.

DOCTOR WHO — TIME LORD

VILLAINS
Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

DAVROS
Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Weapons
Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.

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DOCTOR WHO — TIME LORD Armour
Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Weaknesses
Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

SABALOM GLITZ
Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.

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DOCTOR WHO — TIME LORD Weapons
His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Armour
Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

THE MASTER
Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

Weapons
The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.

108

Temporal Science 1 Determination: 5. too. First Aid 2. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. Stealth 2 Size: 4 Weight: 4 Move: 3. TARDIS 2. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. Intuition 1 Like the Doctor. He is the Prometheus of the cosmos. MacGuffin 1. completely unconnected with main events. Robotics 1. for example. and may well turn up as a third party in an adventure. although his TARDIS usually has stocks of weapons from all times. just a misguided one. Disguise 2.DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. allowing the time and space machine to fit in with its surroundings. He also champions the underdogs. when his schemes are running smoothly. Only the Doctor’s timely intervention thwarted the Monk’s plan. Very much into creature comforts. If he succeeds. It was his intention. He is quite handy with improvised blunt weapons. Con 2. Iron Constitution 2. his motives and plans are sometimes transparently obvious. the Monk is careless. Weapons The Monk is not normally armed. the Monk dresses in a brown habit and round cap. Electronics 2. the Monk has a habit of accidentally leaving anachronistic clues to his presence. Medicine 2. and green eyes. bringing technological fire to its people. Yet he behaves childishly and sulks when his plans are balked. He is quite jovial. He longs to get revenge on the Doctor. Science 2. Although he is a clever and devious schemer. nor does he wear armour. The Monk is not an evil character. slightly greying hair. who has twice stranded him. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. History 2. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. and incredibly pleased with himself. Regenerative Powers 3 Control: 4. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. Gloating 2 Awareness: 4. however. the Monk carelessly leaves objects outside it: in his secluded base. He has a round. Astrogation 2. Running 1 Knowledge: 6. he can attempt to absorb the body of another. Most of the time. it is possible to find modern kitchen equipment and power lines. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. Acting 2. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. Blunt Weapons 2. brown. 109 . Although his TARDIS’s chameleon circuit works. cheerful face. from gramophone records for sound effects to atomic cannons to destroy his enemies. Pseudoscience 1. The Monk will use any technological aid he can to further his plans. Cheat Death 3. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. The Monk. He is a collector.

communications bracelet Strength: 4.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. Mathematics 1. means that the Doctor often fails to recognize her and only too late realizes who he is up against. Electronics 1. First Aid 2. making them subservient to the Rani’s will. Her traps. sparkly tunic. TARDIS 2. however. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. nor does she wear armour. Her TARDIS is a monument to her genius: inside. are usually elaborate. Command 1. preserved or dormant specimens of creatures are displayed like ornaments in glass containers. Sleight of Hand 1. Medicine 1. These typically take the form of mines detonated by trip wires. Although the Doctor has ruined her experiments in the past. On her left wrist she wears a broad. Iron Constitution 2. Pseudoscience 1. Long. Disguise 3. such side effects are not enough to make her abandon her experiments. She typically wears futuristic clothing: a crimson. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Temporal Science 2 Determination: 6. The poison does not injure its target. Wounds 3 on stun). The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. however. Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. she considers herself above the need for petty feuding. Her great talent for disguise. Stealth 2 Size: 3 Weight: 4 Move: 3. The Doctor is merely a brilliant tool for her to use to further her experiments. Explosives 2. Escapology 1. Science 1. brunette hair tumbles down over her shoulders and back. Her heart-shaped face has high cheekbones. It does not matter to her whether the drugs cause pain or death. Robotics 1. Poisons 1. Gloating 2. Acting 2. and she is forced to experiment wherever she can temporarily set up a base. MacGuffin 1. 110 . Computing 1. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). Her completely unethical approach to her experiments. The Rani uses stealth and subtlety to achieve her objectives. resulted in the Time Lords banishing her from Gallifrey. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. Brawling 2. and she seeks him out only when his talents are necessary to success. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. Out of her disguises. she is also an outstanding genetic engineer. Cheat Death 3. Regenerative Powers 3 Control: 4. crimson trousers and red-leather mid-length boots. however. the Rani is a strikingly attractive and imperious woman. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. Running 1 Knowledge: 7. Indomitable Will 1 Awareness: 4. and seldom tries to be too clever for her own good. as well as operating scientific apparatus. the subject’s mind becomes receptive to the commands of the Rani. Con 3. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. her eyes are a chilling blue-grey.

slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders. especially if it is a member of the ugly human race that is suffering. Swimming 3 Knowledge: 6. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. segmented tail. they are just small creatures making big business. They have well-muscled chests and arms. another’s distress is an opportunity for entertainment. The Mentors are green-skinned and about 1 metre long. Gloating 3 Awareness: 4. Armour Sil’s slimy green skin is equivalent to full Armour 3. Sil. skin counts as full Armour 3 Strength: 3. and a loose. The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. Although they have adapted to life on land. Bureaucracy 2. Sil is far from a threat and could be easily destroyed. has been corrupted by the power that his trading position provides and is decidedly decadent. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. Not all of the Mentors are as corrupt and distasteful as Sil. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. a highly intelligent slug-like species from the planet Thoros Beta. they wear metal. Weapons Sil is not armed: he relies on his guards to protect him. even at the expense and hardship of others. A bony crest surmounts the head. By human standards a Mentor is repulsive to look at: although its face has human features. they are not particularly mobile and need human assistance to move freely. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. 111 . Poison 1 Determination: 4. but instead of legs they have a tapering. Bargaining 3. who he considers is particularly repulsive. He works for the Galatron Mining Corporation. Weaknesses Physically. To him. translation box. Con 1 Sil is a particularly sadistic member of the Mentors. Yet he is backed by the weight of the Galatron Mining Corporation. They are far future soldiers. Command 2. open-faced helmets that count as partial Armour 5. Mentors are naturally creatures of the sea. Computing 2. one of the main trading companies of Thoros Beta. if the corporation’s faith in Sil were destroyed. Sil has a particular dislike of the Doctor’s assistant Peri. Law 2.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. however. Mathematics 2. often incoherently owing to a fault in the translation box he wears on his left breast. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. he would suffer a more crushing defeat. His voice gurgles and splutters words. and its teeth are sharpened to points. He relishes the pain of others and delights in their torture. Despite his overt love of painful entertainment. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. the eyes are large and bulging.

however. when it is important to work out whether the bad guys close on the Doctor and his companions. Weight: 6. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. it must be remembered that they are permanently in difficulty 2 terrain. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. others can apply it to only certain types of terrain. If he has to control the vehicle. or vice versa. far future cars that use repulser fields to keep them off the ground. so the Move ability of each type of transport is only its speed relative to other means of transport. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. Size: 2. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. Size: 2. typically used to push objects out the way or tow other vehicles out of trouble. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. escape from them or just for everyday travel. for example. Some vehicles can apply this to all such terrain. or to withstand gunfire. Bicycle Strength: 4. Vehicles are subject to the same terrain difficulties that affect characters. Tiger Moths and Cessnas. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. Damage Resistance would be used to protect a car in a crash. treat all terrain as difficulty 1. able to hold five people and still allow them to use certain abilities. Move: 4 A pedal bike is an emergency item of transport for one person. The Piloting ability is essential to be able to fly a light aircraft. In all cases. Car Strength: 6. Some vehicles. Such vehicles have an additional ability. it is unlikely that a vehicle will ever be used at its full speed. called Rough Terrain. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. Helicopters can hover in the air and do not 112 . the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain. In TIME LORD. Helicopter Strength: 6. such as mud or shingle beaches. Damage Resistance 1. Size: 4. A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. the abilities of different types of vehicles are important only in chase scenes. Although it may appear that boats can travel as fast as cars. Size: 2. Light aircraft Strength: 6. At tactical level during action turns. Weight: 3. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. Weight: 6. Mechanical vehicles have Strength abilities that indicate their motive power. Damage Resistance 2. his Move plus any relevant special ability is used. which has a difficulty of more than 1. whether it was to chase people. to do stunts or manoeuvres. Damage Resistance 1. have tracks or broad tyres that allow them to travel more easily over certain types of terrain. however. Weight: 6. Air cars. When used as a fast-moving ram. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth. The are like mobile areas. it also has to resist this using its Strength so that it is not put out of action. Damage Resistance 1. An attack directed at a vehicle has to overcome its Strength to put it out of action. the number of areas it moves is the number of Wounds it inflicts on a target.

Move: 5. Hovercraft Strength: 6. Motor boats have a Move of only 6 because they are. Move: 6 Small. inflicting 5 Wounds. Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. Weight: 5. Land Rover Strength: 6. Knowledge: 1. enabling the rider to swim over and remount. and therefore might carry anything from tea chests to troops. Move: 6 Jet bikes are the waterborne equivalent of motor scooters. Size: 2. Size: 2. they automatically slow down and travel in a circle. such as a plastics fibre helmet and soft leather clothes. the horse is typically used by primitive societies. Determination: 2. Weight 7). Their advantage is their carrying capacity. Move: 5 Largely suitable for rivers and inshore work. Damage Resistance 2. Lorry Strength: 7. Weight: 5. but Size 1. Damage Resistance 2. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1. Move: 6 Lorries are used to convey large quantities of materials or men.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. Awareness: 3 Used as a beast of burden and a means of making men more mobile. Jet bike Strength: 4. equivalent to one area of space. Move: 4. Size: 2. Weight: 5. Size: 2. 113 . Size: 4. Rough Terrain (land only) 2 UNIT troops favour these durable. Horse Strength: 5. Move: 6. rough terrain vehicles and use them to transport personnel and equipment. Weight: 6. Damage Resistance 1. is recommended. Motor bike Strength: 5. Speed boat Strength: 3. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. The category includes punts and canoes. Control: 4. Damage Resistance 1. in effect. Size: 1. powerful and fast. rowing boats are a slow and cumbersome form of transport. manoeuvrable craft propel themselves along using jets of water. Damage Resistance 2. rowing boats with outboard motors. Size: 2. motor bikes are the sexiest form of transport that a companion can hope to drive. Rowing boat Strength: 2. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. Weight: 5. Weight: 7. They are typically equivalent to two or three areas in size. Size: 3. Weight: 5. They cannot. Damage Resistance 2. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. however. A Land Rover can easily transport six people. Protective gear. Horses will also instinctively react to an attack against them by lashing out with their hoofs. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. These small. if the rider falls off. Weight: 5. Damage Resistance 2.

Gallifrey’s centre of learning. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. The chancellor’s badge of office. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. white cloaks. red trousers tucked into red leather boots. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. such as the Master. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. who are clever enough to erase their patterns. other Time Lords have left the Citadel to become close to nature. and prefer to live rough in the wilds of Gallifrey. but even then they prefer to use a free agent. the Rod of Rassilon. Gallifreyan society has stagnated. life is very much devoted to introspective studies at the Academy. the weaker one will be subjected to the reality imposed by the other. commonly known as the matrix. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. His badges of office are the Sash of Rassilon. however. who become renegades: the Doctor. It is the electronic memory used to record and preserve the experiences of all Time Lords.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. Headed by the High Council of Time Lords. The consequences of becoming caught in the temporal inrush are a matter of conjecture. which is led by the president. their own regulations about what can and cannot be done to the fabric of time and space. A section of the Citadel Guard is under the direct control of the president. is anathema to some Time Lords. Armed with this knowledge. The chancellor is. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. Instead they vigorously police time travel to put a stop to infringements of the laws of time. typifies Time Lord stagnation. such as the Doctor. an oval gold medallion on a chain. He is also responsible for the maintenance of the transduction barrier. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. the Master and the Meddling Monk are among those that wander through time and space. an ornate. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. a great force field that protects Gallifrey from attack. The first law of time simply states that no one should be allowed to meet themselves. the Brigadier met himself in Mawdryn Undead. are the undoubted masters of time travel in the DOCTOR WHO universe. if more than one mind is connected at a time. chancellor. allowing him to enter it as a virtual reality. the ruling elite of the planet of Gallifrey. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. castellan and the cardinals of Gallifrey’s Academy. The High Council consists of the president. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. the president’s conscience. Security is the main concern of the castellan. It would be easy to abuse the ability to travel freely in time. in effect spreading the load. catches up with the meddlers. The Academy comprises three colleges — Prydon. in effect. the city of the Time Lords. and the Coronet of Rassilon. Officers additionally wear a silver-coloured breastplate to denote their rank. The amplified panatropic computations network. to do their dirty work. The effect is to propel the affected sector of space and time back to the point at which interference began: time. quite simply. If they intercede it is only to correct an abuse of the laws of time. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect. the Time Lords have established themselves as invigilators of the laws of time. with traumatic consequences. in a way he is more powerful because he sees that the president’s wishes are fulfilled. Citadel Guards are distinctively dressed in red tunics trimmed with white. third or even fourth attempt at getting something right or averting a cata- 114 . Academic life. Within the Citadel. but will spring back once its limits are reached to return to equilibrium. which enables the wearer to gain access to the matrix. which allows access to the energies of the black hole that provides Gallifrey with its power. TIME AND TIME TRAVEL Time is a flexible medium. Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. yet even they do not understand all of its intricacies. The president is the figurehead of Gallifreyan society and has wide-ranging powers. If they travel. Each guard is armed with a staser. A Time Lord can be connected to the matrix. sophisticated time machines that are virtually self-sufficient micro-universes. they do so in TARDISes. it contains details and the mind prints of every Time Lord except those. and red dome-shaped helmets.

Originating from the cloisters. In appearance. in order to think clearly about a problem. in a Saxon church it might appear as a crudely carved altar or column. Most of the TARDIS. Beyond the console room. the TARDIS looks like an English police telephone box from Earth during the 1960s. and will need to eat. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. Inside.DOCTOR WHO — TIME LORD strophe. TARDISes used by the Master and the Rani are largely similar. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. The Doctor sometimes retreats to the cloisters. penetrating every room. In addition. and until then is dependent on them. is not instantaneous. sitting himself on one of the stone benches or pacing up and down. rest and keep themselves occupied on their journey. the measure of relative continuity. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. After all. exists in another dimension: only part of the time machine materializes when it lands. going back to kill his father at a time before the traveller was born. If he were to do so. THE TARDIS Although the Time Lords have created many models of TARDIS. This prevents a time traveller. the point at which the TARDIS is going to arrive is often known in advance. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. therefore. Close up. Cloister bell The deep. 115 . the TARDIS is virtually indestructible. Control console Most of the TARDIS’s functions are controlled from the hexagonal. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous. and it is from there that the adventure continues. sloping-topped console that surrounds the time rotor in the main control room. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. the location of the time ship’s main controls. the Doctor’s type 40 is probably the only one that characters will encounter. It combines with the first law of time to prevent temporal mishaps. Within these limits. The Doctor obtained his TARDIS only by stealing. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. although slightly more advanced. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. although he can be sometimes be panicked into believing otherwise. then logically he would never have existed and his father could not be killed by his hand. The TARDIS’s doors open into the console room. the journey is rarely important except when scenes relating to an adventure need to take place. his meddling only resulted in even more bizarrely out of place forms. the second law of time states that no one can interfere with their time line. or ‘borrowing’ as he would say. the Time Lords devised a means of disguising them. however. Each incarnation of the Doctor has modified the console in some way. Time travel. however. Occupants of a time machine will notice the passage of time as normal. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. According to the Doctor. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. For added safety. the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. even changing its appearance. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. his ship remains in the form appropriate to England in the 1960s. however. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth. In TIME LORD. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. the hostile action displacement system (HADS) or the TARDIS force field can be activated. the sound of the bell reverberates through the ship. however. and in its ultimate form becomes a time loop. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. through two ordinary-looking doors. It first manifests as temporal and spatial displacement from the intended time zone. say.

located in a room near to the control room. Control room The control room is the first room that anyone enters when stepping into the TARDIS. houses the basic navigation and steering controls. Near the TARDIS’s doors. nearest the TARDIS doors. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. The dispenser also issues water in small plastic bags. the lock on the outside of the TARDIS door can be opened only by a specially coded key. Panel three houses the communications. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. the TARDIS cannot travel anywhere. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS. many companions not surprisingly long for proper Earth meals complete with all the trimmings. concentrated food can be contained from the TARDIS’s food dispenser. its maximum depends on the energy available from the TARDIS’s generators. by entering the type of food required into the dispenser’s computer. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. he spent much time tinkering with it in order to escape from the planet. humidity and oxygen levels. Its main feature is the control console which is set in the centre of the room. life support and lighting controls. 116 . Although the food is tasty and filling. Dematerialization circuit Without a working dematerialization circuit. the TARDIS is suspended in space and time. Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS. as well as the room controls. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. viewed from above. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. The force field surrounds the TARDIS at a distance of about one metre. preventing both entry and egress.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation. Door lock Once protected by a number of anti-tampering devices. The Time Lords disabled this circuit when they exiled the Doctor to Earth. Panel five provides readouts of external and internal environmental conditions. Panel one. on pedestals and even a comfortable armchair. about 30 centimetres across. including radiation. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. provided it is activated. Until the switch is reactivated. the switch can be disabled to prevent its unauthorized use. Failsafe switch Located away from the main control room. Without it. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize. Cream-coloured plastics panels cover the walls. with circular mouldings. Food dispenser Nutritious. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. At its lowest level it is equivalent to Strength 10. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. such as clocks. Moving clockwise. concealing electronic circuits and lights.

The HADS circuit detects the build up and imminent release of energy. which resembles Victorian ironwork. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. unless the Doctor remembers to program their features. and the controls allow rooms to be jettisoned. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. however. If necessary. its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS. however. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS. Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment. the urns contain more formal arrangements. The key and lock can be reprogrammed from the main control console. was partly a bioelectronics lab! The layout. Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. making use of its therapeutic properties. Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. allowing them more easily to attain a peaceful state. for example. While the ship is stationary. but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. which he is allowed to personalize. mainly because it can make the TARDIS difficult to find and reach. tends not to activate this safeguard. The Doctor needed to use the zero room to settle into his fifth incarnation. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies. New chambers usually show the basic structure of the TARDIS. 117 .DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. type and number of rooms in the TARDIS can be controlled from the main control console. The Doctor. the time rotor is motionless. Rooms Each companion is assigned his own room in the TARDIS. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. Zero room The zero room isolates its inhabitants from the forces of the universe. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key. The list of their contents was once kept in the TARDIS’s databanks. the Doctor can issue a spare key to his companions. It is connected to externally mounted detection equipment. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment.

Dalekanium A highly effective explosive developed by the Daleks. Computers ‘I hate computers and refuse to be bullied by them. and one of the few weapons that is guaranteed to be effective against Dalek armour. is limited. where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. they scream loudly should anything dangerous approach. The helmets can be worn on their own. gets captured or gets lost. Black hole Gateways to the universe of antimatter. and an anti-theft force field that restrains potential car thieves. Companion A guaranteed source of trouble that either gets in the way of experiments. antimatter explodes violently in contact with the stuff of the normal universe. Whatever the circumstance. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. Bessie A veteran. Often used by the military to identify criminals. Computers are infuriatingly obstinate. smile if someone takes your picture. however.DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary.’ says the Doctor in The Invasion . Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. The aliens probably have the right idea. hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it. which is achieved through the Eye of Harmony. and may run out through prolonged use. Antimatter A safe enough material in its own universe. as in Invasion of the Dinosaurs. a remote control that allows the Doctor to control it from a distance. Companions are useful as early warning systems. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey. Cricket ball A cricket ball is an indispensable piece of equipment. Camera A handy method of making visual records of events and people. 118 . Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. black holes exert a strong gravitational pull from which matter and even light cannot escape. It can be thrown at control panels to deactivate automatic security systems. The following extracts are should prove particularly useful to prospective companions. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. but liable to blow a few circuits at the slightest logical conundrum. with or without visors. Often unappreciated by its inhabitants. They demonstrate that the evolutionary prospects of an adding machine are limited. A small. to provide a suitable and breathable atmosphere. bright yellow open-topped car driven by the Doctor while on Earth. The air supply. It is fitted with inertia brakes that allow instant deceleration.

ending her travels with the Doctor. a mutated Alzarian. which frequently overload their circuits. however. inflicting 4 Wounds. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. or Exo-space as it is also called. who cannot look or travel beyond their own solar system. Force fields also act as a type of Armour: if the force field is not breached by an attack. It can be used in hand to hand combat. Subsequent attacks increase the paralysis. it immediately paralyses its victim. or his companions need help to find the TARDIS. The Doctor frowns upon the use of such a dangerous weapon. It is still useful to appease black marketeers or mercenaries.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. manipulating the natural weather patterns. the metal is conveniently worn as jewellery by many companions. emotionless or violent monsters such as the Daleks. for which the Edged Weapons ability is appropriate. Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. It can also be used for imprecise surgery on electronic components. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies. gold is a deadly poison to Cybermen. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. are probably working on life support systems that do not seize up in the presence of this metal. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote. Stabbed into the exposed flesh of a victim. Cybermen. only it exists in negative coordinates. it completely protects anything beyond it. such as bomb detonators. Galaxy Often called the universe by creatures. Sontarans. The thorn itself inflicts zero Wounds for the purposes of overcoming armour. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS. the second Romana chose to remain there. Gold In dust form. so the potential of gold is probably limited. Yetis and so on could resist. Adric. Autons. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. As a general rule. and inflicts 4 Wounds. The device is palm-sized. I’m the Doctor. If at any time the poison overcomes a victim’s Strength. The Earth confections are a prop used to gain time or favour: only cruel. It is like the normal universe. comes form E-space. Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. Jelly babies ‘Hallo. Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him. especially science fiction writers. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect. there are more galaxies per universe than water molecules in a pint of beer. 119 . Have a jelly baby. Cybermen. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns. The gravitron exerts huge gravitational forces on the Earth. is the negative part of the universe. resulting eventually in death.DOCTOR WHO — TIME LORD E-space E-space.

Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. An environmental helmet. Taranium Taranium is a vital mineral used to power time machines and temporal weapons. Medicine 2 for the purposes of healing. The trick rarely works twice on the same guard. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace. Radiation meter The TARDIS has a radiation meter built into its control console. By boosting its power and concentrating the sonic energy into a beam. a harmless-looking plastic daffodil. which are essential for exploration in space and on many moons. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. A dye on the exterior of the bandage changes colour when the wound has healed. as well as containing air canisters. Its counterpart is E-space. The plastic film is soluble in water. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. place it and run! N-space N-space is our universe: normal space comprising normal matter. a pocket watch and chain can be used to hypnotize opponents. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching. however. 120 . one of the Doctor’s companions. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events. This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. It has a short time fuse of 2 actions turns. Its constituents react violently in contact with anti-matter. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. It is unstable. and Ace is forbidden to make it: she usually has a plentiful supply. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. It is used mainly by the Daleks to power their time capsules. this Earth confection has other uses. Pocket watch Each incarnation of the Doctor has carried a pocket watch. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time. This meter is reliable. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. It tends to work only after the TARDIS crew has stepped outside. Its ability is equal to the Doctor’s total MacGuffin ability. It was destroyed during The Visitation at the time of the fifth Doctor. It is programmed to respond to heat and the pattern of a human face. it can even be used to set off mines. which provides protection for the head. so if you have to use it. but it is not infallible. can be used separately on planets with thin atmospheres. Medical packs have the abilities of Knowledge 6. The length of activity in space suits is limited by the air supply.

on the ground it is treated as an air car with Move 6. magnetic clamps. It can fly: in the air it is treated as a light aeroplane with Move 7. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. he would probably have a fully functioning TARDIS. such as drone clamps. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. that are essential to routine maintenance on the TARDIS. Although nominally independent of each country’s government. repetitive cycle of time. a subsidiary will often be blackmailed by politicians into acting against their leader’s will. Time-space visualizer The time-space visualizer can look at any event in time and space. Its headquarters is in Geneva. The Whomobile is a compact. It can provide insight into recent events. Daleks used time corridor technology until their scientists developed timeships. a key element in the power sources of many spaceships. whose regular staff includes Captain Yates and Sergeant Benton. Time loop Time loops are temporal traps that keep their victims snared in a short. forewarning the TARDIS crew of imminent danger. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart. laser cutters and probes. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. neutron rams. Each base is dependent on the good will of the host government. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. It is opened and closed from only one end of the corridor. If the Doctor knew how each one worked. 1980s and 1990s. 121 . Time corridor A time corridor is a two-way connection between one time and space and another. and it has bases near or in the capital cities of the main world powers. Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. TARDIS toolbox Useful source of MacGuffins. provided its operator can program it correctly. Whomobile The third Doctor built a special car during his sojourn on Earth. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. silver car with curved. The Doctor has since become the temporary scientific adviser to UNIT in the UK. typically on a spaceship or planetary base. Lethbridge Stewart was first encountered by the second Doctor.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. Switzerland. Zyton 7 The prison planet Varos is the main source of Zyton 7. with a pass under the name of Doctor John Smith. He is active in this role throughout the 1970s. sweptback wings.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

because he has an idea for an adventure. what one deems suitable for his players may be too tame or too excessive for another referee. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. After one or two adventures. is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. He also has to learn how to describe scenes and people graphically so that they come alive. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. it makes sense for the owner of the rules to be the referee. and even offers them help when they get stuck. In some ways the referee is also part of the group. if they do something within the world that the referee has described. For a start. His other tools are imagination. play notes on a musical . because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space. Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group. He. hydraulic press Jet aircraft Spaceship Gravitron. Imaginary worlds. one of the players may want to take a turn at being referee. And he also needs to keep track of the fate and actions of everyone on an adventure. hold object Barely controlled movement. therefore. whoever owns the copy of TIME LORD should be the referee. awkward. necessitating clear-thinking as well as bookkeeping skills. it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. therefore. referees have different styles. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. however. bulldozer. use simple vehicle such as a car. clap hands. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. he is the means by which players enter another universe. Cyberman Lorry. walk. for the person who buys a new set of rules is the one most likely to want to get a game started.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. Geoff Capes Car. simple machines Average human. random movements. He is the person who believes it would be entertaining to run a game using a particular set of rules. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. The referee. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. that in a group of novices. adjusts to their whims and actions. use basic tools. Experienced role-players also often choose their referee this way. He is the person that gives players the initial push into an adventure. force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated. are difficult to maintain. and it is usually his enthusiasm that encourages other people to play in his games. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics. the referee uses all these tools to become transparent to the action: in effect. flexibility and storytelling. Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. form letters Clumsy. after all. however. Until the players themselves obtain copies of the TIME LORD. Ideally. It is suggested.

No matter how much a player whines or argues. a referee’s decision. although it is vital at times to make players believe or have faith in an adventure or the referee. the second concentrates the players’ minds Lorry. Geoff Capes There is no set way of playing a role-playing game. TIME LORD is designed to be generally consistent with the background. always use the principle of beat the difference when rolling the dice. fine. If a player ups and leaves. increase their Strength. random movements. the refereeChildthe final say. juggle. although he may not agree with. A mature player will accept. form letters Clumsy. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. use basic tools. hydraulicbest is a matter of personal preference. Some groups split up around a room and slump in armchairs. they are likely to become disoriented and argumentative.scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. ninja. Tweaking abilities. awkward. Notes that the players should not see can be kept handy yet away from their eyes. Which one is press 7 should sit slightly apart from the players. Players feel comfortable when reality behaves as expected. The first method encourages a relaxed atmosphere. use simple vehicle such as a car. above human average. If something does not seem right. master watchmaker. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. and behind-the.DOCTOR WHO — TIME LORD RULES. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. Realism is a tool that to a degree can be dispensed with. virtuoso musician. athlete. for example. cut gems Human maximum. The rules. Cyberman others prefer to sit round a table. lower their Armour. The Cybermen detailed in Part Four. play notes on a musical instrument Skilful. ideally with a table for his own use. It is the realm where science fiction becomes science fact. however. too. force action for their cue. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. hold object Barely controlled movement. therefore. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. walk tight rope. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen. but it cannot simulate every effect simply because the background contradicts itself. walk. play musical instrument well Very nimble-fingered. and in which villains who certainly died in a previous adventure resurface to menace characters again. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. While running the game. as referee you have the right to change it. concert musician. bulldozer. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. can be broken. clap hands. operate complex vehicle such as a helicopter. REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. Here he can organize the running of 8 Jet is needed for the rule book. when it does not. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 . in which rivers of fluid ice course through the cores of planets. dice. crack a safe. 9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. Either way. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. 4 Strong adult 5 Human GETTING ORGANIZED maximum. the referee on the game. the nature of alien intelligences. 6 Car. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled. simple machines Average human. do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe. Whatever you do.

and let them know it burns their throats if it contains hints of acid. small doorway Small child. typical area. sounds and smells on Earth. salt-laden air. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. Ice Warrior. it is possible to create a picture of an alien environment. By the bare statistics that are the character’s abilities. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace. that the referee can take players who are away from the main action or whose actions need to be carried out in secret. log cabin. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. or when they are used in an adventure. ventilation duct. convey this information too. horse. hairline crack Molecule. crack in masonry or woodwork Speck of dust. wide door. flea. warehouse Elephant. or whatever. yacht. cow. Cybermat. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. Dice rolls that players should not know the results of should be made here. road width. airliner. By drawing on storytelling skills and powers of description. try to give each one a different personality. average dog. There should also be somewhere. width of a country lane Large human. whale. flea Up to 1 kilogram. rowing boat. chimney flue Cat. book. Dalek. put a few notes about their behaviour and quirks of personality. cat flap. Tell the players how they feel as they breathe in fresh. large dog. screwdriver Up to 6 kilograms.DOCTOR WHO — TIME LORD knowledge. and their players should not know what the others are up to or what happened until everyone meets up again. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. Referee characters that are role-played well develop personalities and become believable. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee. Dalek eyestalk. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability. If players enter a new environment — whether it is a spaceship. mousehole. wide corridor Small human. aircraft hangar. Give them an idea of the steepness and climbability of the cliff. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. If characters do become separated. the nature of the rock and its colours. small dog. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. trawler. Cyberman. If the TARDIS lands on a beach at the foot of a cliff. large dog. Players will use this information to imagine what the alien world they have landed on looks like. brontosaurus. using the rule book or a cupped hand to obscure the dice from the players’ view. lapdog. just effort on the part of the referee. the referee can make the TIME LORD universe come alive. almost weightless. It is inevitable that characters will become separated during the course of an adventure. let the players know. small adult . hamster. have on the water’s surface. it will also help them role-play their characters through the suspension of disbelief. baby. for example. and tell them any observer might normally take for granted. bar of lead. hamster. plughole Gnat. baby. if it is eerily silent. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. bag of shopping Up to 40 kilograms. Tyrannosaurus Rex. The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. child. ajar door Mouse. It does not take much acting talent to make a referee character more than two-dimensional. players will feel their characters are dealing with other people. large spider. rat. room Car. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. If there are sea birds or other forms of life. By giving players comparative descriptions to similar sights. such as a separate room. gnat. particle of powder. When such characters are created. describe the mood of the sea and the effect the two suns.

hamster. and the referee often has to interrupt what the players are doing with other events. rhino. to be used when 9 immediately obvious equivalent to whatever is being attempted. Rolling the at what they attempt so horse. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. yacht. baby. It will enable you to develop your role as a responsive storyteller. warehouse Picking the right difficulty forbrontosaurus. Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. lorry. width ofhiscountry lanecompetent. The culties that a character’s Strength spider. to go their own way without being channelled in a particular direction by the referee. the players will feel that they have had too little of a challenge. small dog. brontosaurus. van. gnat. mousehole. If you make an adventure too easy. The object’s Strength or Weight provide the diffi7 Mouse. if the players are in the wrong place at the wrong time. small aircraft Up to 250 tonnes. motorcycle Up to 4 tonnes. trawler. Cybermat. will have to roll the dice to succeed. to overcome an 6 Cat. form the backbone of the rules system. you merely react to what they do and tell them what they find or what happens to them. rat. large dog. and then it is best done through the actions of friendly or hostile referee characters. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line.000 tonnes. almost weightless. car. room and they may be deterred from ever playing again. plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. and it is when some or all of the characters have a chance of failure that the 3 Large human. hamster. Ideally. Cyberman. however. that dog. a character to beat is airliner. Ice Warrior. the nature of a plot forces the referee to intervene. This ensures that 10 Molecule. large must overcome to affect it. cow. hod of bricks Up to 600 kilograms. flea Up to 1 kilogram. The entire adventure turns into a race against time.DOCTOR WHO — TIME LORD corresponding abilities of player characters. airliner Up to 2. The default is a difficulty of 5. baby. bag of shopping Up to 40 kilograms. are working to a schedule to explode a neutron bomb at the centre of the Earth. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. whose abilities typically range from 3 to 5. doorway where tension can be Small human. 1 Elephant. spaceship. road width. aircraft hangar. The result is quite independent of the players’ actions unless they are trying to abort the explosion. you should not impose your wishes on the players: they should feel free.000 tonnes. flea. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene. gas particle most characters. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. Dalek eyestalk. log cabin. cat flap. one of the keys to a successful game of TIME LORD. If the Daleks. chimney flue adventure. for example. for example. typical a feeling that a character is 2 dice creates a feeling of tension. hairline crack the tables seem confusing or have no can also dust. child. and to overcome its Weight to lift it. wide door. TIME LORD deliberately allows characters that are good enough to succeed Car. particle of difficulty. crack in masonry or woodwork ence. small or at times generated to good effect. book. most elephants Up to 30 tonnes. average dog. Abilities automatically generate corresponding difficulties: Strength is used. You are there to oversee what the players do to solve the mystery you have set them. rowing boat. aircraft carrier More than 2. lapdog. as characters. adult. Sometimes. each player hasarea. along with the principle of beat the differ8 Gnat. planet 126 . screwdriver Up to 6 kilograms. small adult Up to 125 kilograms. whale. ajar door object’s Strength to break it. make it too hard. which adds an edge of excitement to proceedings. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. Cyberman. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. ventilation duct. Of course. Novice referees Speck ofresort to a default powder. Dalek. Tyrannosaurus Rex. bar of lead. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. space station.

use of robots. mini universes Time Lord knowledge at its peak (in Rassilon's time). barely able to move. athlete. turn. very superstitious. dance at Nureyev's standard. electron microscope Educated to graduate level. jump over shoe box Up to 8 km/h. social and political prejudices. understand basics of Time Lord science. downhill skier Up to 550 km/h (speed of sound). genius. cybernetics. rocket sled. dance pleasingly. open to reasoned argument. jet aircraft Up to 25. understand the meaning of the universe 5 6 7 8 9 10 127 . jump over 2 metre fence Up to 110 km/h. biochemical nanocomputers.000 km/h (less than Earth escape velocity). car. limping. Cyberman. use of light aircraft. crawl.000 km/h. cheetah. transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. use of force fields. emotions.000 km/h (air speed record). use of basic mechanisms. lathe. bicycle. knows folklore and legend. use of simple machines. read and write fluently. some grasp of all areas of human knowledge. religious and social prejudices. helicopter. seeks out principles behind phenomena. racing bike. understand the subtleties of TIme Lord science. interstellar navigation.5 km/h. easy terrain. average human. spaceship Practically instantaneous travel. potter's wheel. use of winch. understand advanced 20th century research. astounding feats of memory. rockets. injured or elderly human.DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. typewriter Read and write fluently. nuclear reactor Human maximum in the 20th century. use of car. biochemical implants Future human knowledge. understand future science. genetic engineering. use of jet aircraft. jump over tea chest Up to 25 km/h. ordinary horse. poetic speech. pikestaff Capable of speech. move in time to rhythm. light aircraft Up to 3. Dalek. moped. build time machines. transmats. jump over matchbox Up to 3 km/h. bow. gun Basic reading and writing. basic reading and writing. spaceships. radio. TARDISes Alien intelligences. understand an academic treatise. sceptical but has faith in politics and/or science. missile Up to 200. far future knowledge. use of plough. peasant skills. food mixer. computer. obstructed terrain. race horse. acts in response to basic urges Animal instincts. basic speech. motorbike. understand the principles of any manufactured thing The White and Black Guardians.

sometimes gets excess change when buying groceries but loses money whenever he sells his car. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. robot Subservient. Cybermen Increasingly immune to biochemical mood changers. Cybermen. paranoid or has a highly developed moral code. regarded as inanimate.. automaton. can keep a secret unless drugged or tortured. oblivious to most persuasion. boring and humourless. able to shapechange or transfer mind elsewhere. Daleks. little resistance to intimidation Average human. a leader of other men As 6 but with real power. chameleon-like appearance changes. a good talker. socially skilful. zombie. always looks shifty. resents being order about unless it is done persuasively. will not break under torture but affected by truth drugs. repulsive. generally has good fortune.. unperceptive. able to hypnotize at will. lacking in social skills. a laughing stock Neither likeable nor pleasant to behold. a natural actor and orator. can obtain information by bribery or cajoling. obsessive. mind transference machines. As 8 Able to exert will to create matter. persuasive manner. even mini-universes. pig-headed. striking appearance. drugs and physical pain. can keep a secret unless drunk Determined. treated as an object Disagreeable. picks up vibes Gets away with murder.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. difficult to distract or hypnotize Very single-minded. overpays when bribing. can spot obvious con tricks. likeable. can be a real rogue. silver-tongued. uncomprehending of social signals Average human. yearns for leadership Easily led. charismatic. can get away with a few small fibs but always caught out in a big deception. sceptical. easily deceived. cannot communicate. intuitive A head-turner and stopper of all conversation. totally gullible. dreary company. embarrassed about tipping. obstinate. even able to survive destruction of the physical body. Daleks Beyond human limits. able to control and corrupt humans. could sell his grandmother. endearing. a professional poker player. fails to spot things until they are very obvious Able to lie convincingly at times. suspicious of most people Human maximum. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 .

General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. a character partly blinded by mist should receive a penalty.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. using Control and the Leaping special ability. Most special modifiers affect combat. A player can elect to use Move to cross it in one action turn and keep moving. although those that affect vision. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves. for example. Modifiers At best. if it sounds right. as his action for the turn. It is quite possible for a referee to run a game using only the default difficulty of 5. and to move across it into an area of flat ground counts as a total difficulty of 4. similarly. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . also affect other situations. for example. largely based on the referee’s gut feeling. a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. the difficulty should be lower. A one-area wide chasm. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise. adjusting it as he sees fit using the general modifiers. or leap across it. counts as terrain of difficulty 3. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution. use the one that is most relevant to the stated actions. Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. Other modifiers reflect special situations. if it sounds wrong his action should be penalized with a higher difficulty.

and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments. 2 MacGuffins are prepared for the right moment. machinery or MacGuffins. The difficulty. They can try to complete these tasks in less time but at a higher difficulty. can be assigned according to the difficulty tables. Players may well choose to do so if their characters are clearly capable of 130 . a jet engine would be difficulty 5. Knowledge gives appropriate difficulties for technology. preparing traps. The time taken is until 1-12 research turns before they are needed. building circuits from scratch might take 20 to 100 research turns. for example. Repairs to electronic circuits might take anything from 1 to 20 research turns. shifting rubble. cannot be moved in one action turn: it takes many research turns of effort to clear. RESEARCH TURNS Tasks such as building or repairing equipment. A rockfall consisting of six tonnes of rubble. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. and characters may need to complete a task in less time than the basic amount. the difficulty might increase by 2 because no lifting gear is available. so a difficulty of 4 would be appropriate to build a 20th century Earth radio. obtained from the Knowledge required to understand the technology. A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. however. And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2. the difficulty might increase by 1 because no scoops or shovels were to hand. operating at Determination 6. electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. The difficulty is 4. One to induce fear in Cybermen. The time in research turns required to complete a task depends on the scale of the project. if it consisted of gravel. radio. The Doctor needs to modify a 20th century transistor radio to transmit an SOS.

making a total difficulty of 7. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee. The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. and instead picks up the sounds of wonderful Big L. a total ability of 8. so the player opts to modify the radio in less time at a greater difficulty. a character can make a task easier by spending more time on a project these difficulties are also given. however. accomplishing a task within the normal limits — their abilities are higher than the difficulty. The Doctor urgently needs to send his distress signal. the character must start again. He now needs to beat a difference of 1 to modify the radio in 6 turns. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets. the Doctor fails to modify the radio. In effect. That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. the dice are rolled only after the required number of research turns has passed. The Doctor decides he can complete modifications to the radio in 50% of the time. will have changed as the character has made some headway. the time required stays at 12 turns. Because the Doctor has Knowledge 6 and Electronics 2. but the referee lowers the difficulty by 2 to 2. In the examples. however. if the Doctor hurried his work the dice would be rolled only after six turns had passed. players can again opt to hurry. will be apparent. and failure provides a chance to increase tension and develop atmos- 131 . This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. The Doctor again chooses to cut the time required by 50%. which he will certainly beat. however. increasing the difficulty by 5 to 9. Conversely. the player knows he can easily modify the radio in 12 turns and be certain of success. Incredibly. The time required.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. Failure Inevitably characters will fail at some research turn tasks. As referee you should make a feature out of failure. He starts again. Whether a character hurries research turn activities or not. Although it is possible to test electronic components. but if that too fails to work. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. Bench-thumping is the one ability that can be used to compensate for failure. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty.

Humanoids. The resistance is the difficulty that must be beaten to cut a 10 centimetres long. too. How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. In essence. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 . It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door.DOCTOR WHO — TIME LORD phere. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key. however. 1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table. need not always cut a hole big enough for an entire body to walk through. forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap.

in the case of a mechanical tool it has been blunted or has broken. the difficulty remains that of the material. remember to remind them of their pursuer’s progress while they work out their next move. Instead of rolling each turn to determine the cutter’s progress. More fallible species may rush a job or just be incompetent. While the player characters are on the other side of a door which is slowly being cut through. the Dalek would cut a further 10 centimetres through the door. thermic lances and mechanical cutters. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. counting as almost certain and decreasing the difficulty by 2. only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. if he succeeded. A further attempt can be made to cut through after the cause of failure has been established. such as those carried by Sea Devils or Ice Warriors. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. taking about 35 action turns. can be used to a greater or lesser extent as cutting tools. but this value is used to overcome the resistance of the material. that object is destroyed. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. Because cutting is such a slow process it can be treated like a research turn activity. Different types of explosives are listed in the Explosives Table. And by hurrying the cutting procedure. if a number of Wounds greater than twice the material’s Strength are inflicted. large charges take 1 to 8 research turns. however. Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat. if it is the third attempt. Failure means the cutting tool has run out of fuel or energy. reduce the difficulty by 2. In the course of a TIME LORD adventure. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. In contrast. as given in the Materials Resistance Table. The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. Cybermen and other ruthlessly efficient.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. Or perhaps the material has proved particularly resistant and progress has been slower than expected. The difficulty of placing a charge is 5. A Dalek cutting torch. although the Daleks can replace their guns with cutting torches. If the Wounds inflicted by the explosives overcome a material’s resistance. There are three basic specialized cutting tools: cutting torches. cannot be reduced below 1. In addition. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. Small charges of explosives can be placed in one action turn. They are area weapons with potentially enormous destructive power. the uncertainty is increased about the amount of time the players have to plan or escape. An explosive charge must be placed well to have maximum effect. such as difficulty 6 for a hard metal door. Failure Daleks. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. the cutter advances 10 cubic centimetres through it. that area is damaged. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. modified according to any weak points. this value is the resistance of one area of that material to explosives. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. The difficulty. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. but which need careful handling. Each turn the referee would roll to beat a difference of 0. need dedicated cutters and cannot use their blasters as cutting tools. blasters that use heat or sonic energy. reduce the difficulty by 1. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. 133 . a craggy object riddled with faults or crevices would be easy to place a charge on. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. Wounds 6. however. Species such as the Daleks and Cybermen. If the cutting tool beats the difference between its cutting ability and the Strength of the material. Materials resist explosives using their Strength.

halving the amount of explosive reduces the Wounds inflicted by 1. Failure If a character fails to place a charge accurately. If she used only two or three cans. one can Plastic explosive. bundle of four sticks Gunpowder. especially if it takes place between two player characters. rounded up. one stick Dynamite. Doubling the amount of explosive increases the Wounds inflicted by 1. She bundles four cans together with sticky tape.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb. similarly. The zones are the range over which an explosive has effect. are inflicted on any person or object in the secondary zone of effect. however. sneaks up behind the Dalek and tapes the charge to its shell. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. and are virtually guaranteed of blowing up the Dalek. small Dalekanium bomb Dynamite. allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. might not be enough to blow open a Dalek. the nitro-nine would inflict 8 Wounds. Rather than use the dice to determine the outcome of arguments or oratory between player characters. full Wounds are inflicted on any object or person in that zone. In the primary zone of effect. Ace decides that one can of nitro-nine. The Wounds inflicted by explosives can be increased by increasing the explosive charge. Wounds 7. not go off at all. it will go off prematurely. given in the Explosives Ranges Table. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. one keg Nitro-nine. should be used to determine the 134 . Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. half Wounds. protected by Armour 9. The dice. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. or go off in the wrong place and fail to destroy the object. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. The four cans of nitro-nine will inflict 9 Wounds.

Jo Grant. There is a subtle distinction between Awareness and Determination in negotiations. It would be difficult. Similarly. each should adjust his argument towards the other’s. is unlikely to have them radically changed by argument. 135 . Determination is the imposition of ideas by force of will. They should also be used to determine the outcome of any attempt at hypnotism. Anyone with fixed views. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers. If only one succeeds. for example. to convince a conservative businessman of the merits of communism. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him. however. Awareness is used to resist persuasion and smooth. for example. no change results: either character should offer something fresh for negotiations to continue. adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. Determination is used to resist orders. Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. Special abilities such as Bargaining. although he might agree for convenience to follow some of its tenets. Awareness is the skill of persuasion by oratory and clever negotiation. And if both fail.talking. the other should adjust his opinion or is convinced of the merits of the argument. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. after the Master initially succeeded in hypnotizing her managed to resist further attempts. hypnotism and the like. If both characters succeed. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint.

) 136 . A stock source of UNIT stories. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used. The Doctor must live by his wits to survive and to find out the source of the irregularity. (Galaxy Four. Your own imagination is by far the best source of a plot because the story line will be unique. many situations can be improvised. (The Daemons. The less you write. Even combine elements of plots so that one or more plots run alongside the main story line. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome. Many themes recur throughout DOCTOR WHO. For this reason it is best never to follow an existing story too closely: change the plot devices. (The Mind Robber. bringing technological advances many centuries earlier than they would have ordinarily have been discovered. blobby green creatures from the near side of beyond infinity terrorize Earth. the motives of some of the characters. the more flexible the adventure can be. yet most times they are reworked with new aliens or settings to make them unique. Planet of Evil.) Ancient powers Accidentally or deliberately. The Edge of Destruction. galaxy or universe will result if they are not contained. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. (The Green Death. The Mutants. typically the Master or the Rani. Logopolis. thrillers and historical drama: all these styles and more can be used as the basis for adventures.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise. (Spearhead from Space. The Time Warrior. A rough idea of the plot can be sufficient to run a game. RECURRENT THEMES Alien menace Tentacled. and even add or remove scenes.) Archenemy One of the Doctor’s enemies. the adventure at the end of this part of TIME LORD. when they are doing it and why they are doing it. but not change the course of history as they know it. DOCTOR WHO is a universe where space opera mingles with horror. is up to no good and has laid a trap for the Doctor to stumble into.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops. As long as you know who is doing what.) Altering history Whether as a malicious action or prank.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe.) A world gone mad Reality is overturned and nothing is as it seems. if you cannot think of one. and the more able it is to adjust to the players’ approach and desires. The Claws of Axos. (The Meddling Monk. Destruction of the planet. time travellers attempt to alter history for the better. (The Reign of Terror. some of which may continue well into the next adventure or provide the springboard for it. The Crusade. you will need to create your own adventures. comedy. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare. (Delta and the Bannermen. The Curse of Fenric. The Chase. Or the archenemy is manipulating the resources of a planet or its people to gain power. (Time and the Rani.

(Frontios. As alien intelligences or long dormant forces. to which details of people.) Invasion Calculating. City of Death. They must be stopped before mankind is destroyed or forever enslaved. The Web Planet. Dragonfire. intelligent species invade a planet to colonize it or to strip it of its resources. creatures and events can be added. (The Dalek Invasion of Earth. (Inferno.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. (The Keys of Marinus. Roles are reversed and what may happen in one universe may or may not happen in its parallel one. The Face of Evil. several can be used at once to great effect.) Recurrent themes can form some or all of an adventure. (Invasion of the Dinosaurs. (The Monster of Peladon. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters. Earthshock. places. (Day of the Daleks. (The Silurians.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed. (The Pyramids of Mars. 137 . Planet of Fire.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different. even at the cost of genocide. these are creatures that have crossed or been brought across the dimensional barriers of the universe. the Doctor must fight a battle of wits to evade the wrath of everyone.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe. whether through mistaken ideals or contempt for lesser mortals.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge. The Web Planet. Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence. The Image of the Fendahl.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment. they dominate species and seek to take over their worlds. They help to provide the bones of a TIME LORD adventure.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy.) Rightful rulers Species dispossessed of their rightful planet seek to regain it. (The War Machines. The Invasion. The Key to Time.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions. big business. Robot. And if no one faction is better than the other. The Robots of Death. inexperienced time travellers attempt to break the first and second laws of time and reverse history.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals. (The Abominable Snowmen.) Temporal paradox Companions and the Doctors meet themselves. The Romans. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon. The Three Doctors. (Resurrection of the Daleks. is shunned or is enshrined as law or procedure. Science becomes the work of the gods. racism and bureaucracy among other subjects. the Doctor and his companions must choose who is right and who deserves help.

environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. if there is a chase. Early adventures should take place in the confines of spaceships. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. and restricts what the characters can do. right down to the timing of the first landing and the arrival of the main force. and then theoretically outlining the progress of the adventure. Super-detailed plans of location are not essential. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. Before play you should draw sketch maps of key locations. starting from the villain’s first moves. From simple adventures over a limited area. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. the characters run through a maze of similar-looking corridors or passageways. and so on until the villain succeeds or is thwarted.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. Cybermen. the bridge. detailing them by writing down their names and appropriate abilities and notes on personality. You might like to draw the entire plan of a spaceship. Similarly. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost. it is easiest to keep adventures on a small scale. it is possible to avoid drawing too many maps. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. The Doctor also has a few referee characters who accompany and help him. They will work to their schedule. and limits the number of antagonists. many villains work to a definite schedule in the execution of their plans. A time line is simply a schedule of events. As you become more familiar with the way adventures work. The Edge of Destruction. even surviving in time to say goodbye when the Doctor leaves. they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. days or even weeks. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. The Templar Throne deliberately restricts the action to a limited area. the next event on the time line takes place. As the number of factions and areas to explore increase. several hours. with the aim of both leaking information and throwing suspicion on the Doctor or his companions. the scope of adventures can be broadened. through to the arrival of the Doctor. The number of research turns he has to do this is limited by the time line. castle or scientific complex just for reference. some TIME LORD adventures need to have time lines worked out in advance. so the odds of the characters going their own ways grows. Limiting the area over which play can take place makes it easier to prepare maps and details of places. and even the TARDIS control room. It takes experience to handle several small groups of players while keeping each one occupied. in this case a shopping centre. It can be worth drawing objects on the square notelets used to form areas to save time in play. Similarly. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. Time lines can cover periods of a few action turns. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. restricted the action to the control room and sick bay of the TARDIS. A referee should aim to simplify his bookkeeping. 138 . not complicate it! TIME LINES Along with a plot. usually after the Doctor has intervened. The set has only a few key locations in which all the action takes place. laboratories. In effect they are a countdown to action: if nothing happens to prevent it. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description. Also make a note of potential friends and neutrals. bypassing any difficulties and choosing different course of action where necessary. Autons and the like. such as buildings. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. the detonation time would be a point on that time line. It is also a good idea to include a few double agents or traitors. Most of the time strong villains will have one or two efficient. but so little of it will actually be used in play. Daleks planning the invasion of a planet will have spent weeks organizing their attack. hold and cells of spaceships.

steamrolling their way through shallow artifices. but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario. And they will resent being channelled along the way the referee has prepared for them. there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. as referee. should be flexible. it is important to build in flexibility. When assembling all the elements of an adventure. 139 . too. and that means being able to improvise. While an adventure should include tasks that make use of certain characters’ special abilities. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure. are there to make TIME LORD an enjoyable experience for yourself and your players. If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence. then do it. If that means bending your rules or those of the game.DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. But to do so is a mistake. You. Time lines. Minor events can go ahead regardless. They will spot inconsistencies in the plot. it should not depend on a character succeeding.

and involves the First Doctor. if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. To a large extent. however. and Friends and Felons . could conceivably tackle the adventure. Scenes describes the main encounters that are likely. broken into areas. Friends and Felons details the referee characters that will help or confront the player characters. Story line Frustrated by the Doctor’s meddling in their plans. takes 2 research turns to reach temple. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. however. It is set after The Chase. the seventh Doctor and Ace. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. Steven and Vicki. It helps. or by allowing players to create their own characters. Scenes. the links and route the players take to each scene are not fixed. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. Unlike a TV adventure. There is no fixed time line to regulate when events occur in this adventure. The first provides detailed maps of locations.DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. but difficulty 5 v Awareness to keep on path. By complicated analysis of the chronons in time-sensitized taranium. for it to take place further along the Doctor’s time line. The adventure is broken into three sections: Maps. Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. Additional companions can be provided by using Alison from the appendices. Encounters are broken into scenes that may or may not take place. for example. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. It is possible. 20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 . the actions of the characters decide what happens next.

Fleeing into the capsule and sealing the Daleks out of their own ship. where they are briefly recognized and captured by the Daleks. takes off ready for the next adventure. killing the prime science Dalek that would be able to effect repairs. The regressive colonists regard the Daleks as messengers from the gods. Hykronos waits for the right moment to release the time travellers. on the beach side of the reef. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. Either by hiding in the next offering of taranium ore. If that doesn’t give them cause to worry. through the settlers’ transition to ‘new Greeks’. around which the Doctor and his companions are grouped. will encounter Hykronos. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. leaving it to drown when the tide comes in. and are willing to obey them. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. the Doctor heads through the jungle. pursued by surviving Daleks. the sea laps against the chalk-like rock. If the characters voice doubts. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. and the ship crash landed. Map 4: the temple. In the meantime. however. but quickly disperse. one character. not a route along which the players should be channelled. Map 5: the Dalek capsule. The Doctor should realize he is facing the Daleks. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. the Doctor and crew enter the temple. Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. When the Doctor and his companions arrive and begin to explore their surroundings. Examining the circuits in the control console. probably Steven. and explains why Hynossos is dead. finally repaired. The Dalek capsule. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. Out to sea. Most of the Daleks meet their doom falling over a cliff to their destruction. or by posing as miners carrying the offerings. deduces that the Daleks are extracting taranium. The TARDIS. Escaping through the observation hatch in the top of the craft. the water lies still and blue. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. Map 3: the village prison. the central console emits a loud and nerve-shattering bang. Baskets of the phosphorescent ore are delivered to the Dalek craft. towards the TARDIS. Inside the TARDIS.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. and works out how to ruin their plans. at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. although this should be regarded as only a guideline. Map 2: the beach. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. the Doctor can deduce that a thermal cutout has switched in and 141 . MAPS Map 1: schematic view of links between scenes. nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. waves break over a reef some 100 metres away. at least so the Daleks can report to the Emperor Dalek on Skaro. All this is apparent on the TARDIS’s scanner. especially if the Doctor or a companion fans them away. Left with only the Red Dalek to defeat. refined by the Daleks. Expected outcome The plot will probably unfold one way. confident that the Athenosians will bring any news of strangers to the high priest. in the other direction. who will then ‘commune with the gods’ to relay the information. Wisps of smoke rise from the panels. In the meantime the Daleks are waiting for the moment that the Doctor arrives. now disguised as a Grecian temple. just inviting a weary traveller to take a dip. or he arranges for it to take off and explode safely out of the way of the planet Hellas. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists. A junior technician Dalek is currently doing all it can to get the capsule fully working. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. Map 6: the chase. the Doctor explores the small craft. arrived on Athenos some 50 years too early.

such as Steven. Computing is applicable). 1A: Wait and sea If the players aren’t willing to get the adventure moving... The people. Companions can explore the beach. Electronics is applicable). The dilute fluoronic acid counts as a slow poison. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). Hykronos. if the Doctor can beat a difficulty of 5 with his Awareness. (If you put players in separate rooms to deal with their characters’ explorations separately. that a companion may notice movement in the jungle. After 5 turns’ immersion tell them that it irritates. with an attack frequency of 5 action turns. one of many islands that make up the land mass of the largely oceanic planet of Hellas. however. are generally peaceful. diving masks. Strength 5. At the end of every 5 turns immersion. or go out and investigate the apparent paradise outside (Scene 2). roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. he can even rustle up some scuba gear or breathing apparatus for no more than two people. As a last resort. They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid. the only way is to take it to them. there are no hazards to swimming bar the water itself. nervous companions might panic him into leaving the TARDIS. up to a maximum of 5 turns later. even if it causes a small administrative headache. there is a chance each research turn. the cliff or the jungle. or snorkels. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise. to recall its political status is difficulty 9. The Doctor may recall which planet he is on (difficulty 8 against Knowledge). they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. however. 142 . after 10 turns that it hurts. Attacks continue even if the character leaves the water. divide your time equally between them to avoid players becoming bored. out of the TARDIS. He will then know he has landed far in the future along his time stream. Tell any character who enters the water that it feels surprisingly tingly against the skin. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7. for example. The difficulty of noticing this reduces by one for each research turn that passes. Whichever method is used. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. starting with the first one after the TARDIS arrives. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. This encounter is not intended seriously to injure any character: it is a clue. the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple. The Doctor and his companions should be encouraged to explore their surroundings. It is clear the TARDIS is going to be engulfed by the sea. During this time. it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level. after 10 turns it is 2 and so on to its maximum of 5). unwittingly delivering the Doctor into the hands of his enemies. if the scanner is on. Allow players to send their characters in different directions. The TARDIS is immune to the effects of fluoronic acid. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). philosophic life of Ancient Greece. After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. if the companions are determined to stay in the TARDIS. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days. Spartia and so on). and has a corrupted Greek name (other kingdoms. although the Doctor may feel safe.) If players find it difficult to envisage their immediate surroundings. The beach shelves gently towards the reef. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. could be Thebos. The TARDIS has landed on Athenos. catching a glimpse of a human face. each island or kingdom of islands is analogous to an independent Greek state.

Difficulty 2 Dry Sand. On bending to examine the body closer. The main aim of this encounter is to introduce a possible ally who. Quicksand counts as difficulty 3 terrain on the first action turn. leaving them to be found and captured by the village patrol. there will be chance to talk and convince him that the TARDIS crew are friendly. For each action turn in which the character tries to escape. the difficulty remains constant. the difficulty increases by 1. he will recover in time to alert the companion to the approach of the villagers. when the companion recovers. who has clearly fallen to his death from the top of the cliff. if the character doesn’t try to escape. 2C: Science lesson Fluoronic acid. Difficulty 1 Quicksand. however. If the rest of the TARDIS crew appear. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances. He should be kept as a free agent in the event of the companions’ capture. 2E: Body unbeautiful If all the TARDIS crew stumble across the body. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). in fact he 143 . he will drag the companion’s body deeper into the jungle. Hykronos. the Doctor should really investigate it. He will find. 2D: Body language Whoever enters the jungle first. urging him into hiding. or nears its edges. which the character must beat to escape using his Move. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. Difficulty 2 Wet Sand. If he loses the fight. Hykronos will run for it. The player gets a chance to notice Hykronos’s approach. Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand).DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle. even at the risk of tackling a messenger from the gods. can be won over. in the dilution present in the sea. who sees his chance to avenge his brother’s death. Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. simply needs winning over: if he wins the fight. During the fight. although initially hostile. the action should move away from the body. however. the character will be attacked by Hykronos. Hykronos will typically move an area away each time and still attack. once in the same area it is difficulty 6 against Control to avoid it. difficulty 10 against Knowledge. This the Doctor will know or find out from the TARDIS database or his memory. Difficulty 3 Sea. where. will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos.

but a moderately well furnished. Curse of the Cyclops Map 3: Prison KEY Guard. Photographic Memory helps). they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. The players may choose to put up a fight. ‘Murderers! Seize them. another stands by the door. there is certainly no harm jumping to such a conclusion. and rescue the Doctor and his friends. This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards. but they are outnumbered three or four to one. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . one-roomed house. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village. If Hykronos gets the chance. and forced to carry the body of Hynossos. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. If this immediately brings to mind the Daleks. with squat.’ cries the officer in charge. A spring bubbles into a stone trough in the central square. On the far side of the village. and hardly a match for their captors. A guard is placed at the rear window.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. If no companion has met Hykronos or is a free agent. biff them with a blunt object. The captives are led to one of the buildings. Obvious weapons will be taken away from the captives. The gods will decide the player characters’ innocence or guilt. which is obviously not a prison. Showing abnormal intelligence for guards in a Doctor Who adventure. which is hastily barred from the outside. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. have no weapons. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. white-washed one-storey buildings scattered around a central square. and the overflow of water seeps into the ground. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. then that is his fate — it is almost certainly the fate the Servitors will decree. If a companion is KO’d. and marches off in the direction of the temple. he will nobble the back guard and free a companion if no player character is already free. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. If struggle ensues. crowd companions and attack them with blunt weapons from all sides to knock them out. don’t resolve any further attacks against him: simply have the natives bind him. Captured companions will be led through the jungle to the village. 2F: Caught out While the crew examines the body. Despite protestations of innocence. a trail leads up through the trees to a sand-coloured temple on top of a hill.

Hykronos can explain more about the Servitors. there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming. they can discover that the temple vibrates slightly. SCENE 4: THE TEMPLE To all intents and purposes. 3A: If in doubt. Each night. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. If the characters are free to explore. Evidently they are craftsmen. like the Dalekanium knife in the head man’s house. Steps lead up to a plinth. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. run It is easy. and left for the gods to claim. Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. Only by entering buildings is there a chance of being noticed. there are few villagers about. that their base is at the temple (Scene 4). difficulty 3 against Control (Stealth helps). failure will alert someone to the intruders’ presence and the alarm will be raised. Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind. In return. the gods sometimes leave gift of metal objects. which the companions may deem necessary to take. we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. 145 . 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor. The two guards are each armed with a spear and a knife. The baskets are easily big enough for a man to hide in. leaving the Doctor in no doubt that the Daleks are at work. but happy people who take pleasure in the gifts of the sea and the land. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners. consecrated by the high priest. and that they need some material from the mines (Scene 7). 4C: Of course nobody saw us. 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods. In the largest building. as most are at work in the mines. in which a single blank eye is painted. Investigating the village raises the difficulty of sneaking about to 5. It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship. to sneak through the village to the jungle. about a dozen baskets of ore are delivered to the temple.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. 3B: Help. Make the companions roll once each research turn they are in the village to determine whether they are noticed. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). Characters will be brought by guards into the building itself at the same time as the taranium ore.. at the front of which four round columns rise to a triangular frieze. pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple.. the head man’s house. A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt. but there is no widespread evidence of metal: spears and knives are made from sharpened shells.

The level the characters enter is the control deck: the deck below is the stores. There. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. The Daleks. taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working.. the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. however.. The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. the deck above is the observation deck. the door to the outside world will be shut. But from behind. which has a lift to the roof (the way out). labs and power rooms. provided he keeps the ore next to him. nor would they be able to get their mined ore back to Dalek Supreme. If the Doctor realizes this. the Doctor can sabotage it to destroy it safely and whichever Daleks are present. (And if the Daleks do get the courage to shoot. any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). will not open fire while the characters are near the taranium ore and the ore is in the ship. sealing the doors against his enemies. any Dalek looks dangerous. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat. What happens next largely depends on whether the characters are captives or voluntarily in the temple. ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. While in the time machine. stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door. trapping the characters inside. of course. As a defence against pursuing Daleks (one through each door). In the power rooms. surrounding the characters. In essence. 146 . Two pepperpot shaped doors rise in the opposite wall. he is saved. They fan out. however. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase). This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel. and three Daleks glide out of each one — including the Red Dalek. To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion.

Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them. the control room and the escape route through the observation deck. tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. scanners. at the centre of which is a lift system. Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room. and difficulty 6 against Knowledge to operate them. 147 .

The mines are open cast. it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge. Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. but the Doctor might prefer to visit them. playing on the lack of reward for all the effort. therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. Neither the companions nor the Doctor will probably have had time to find their way about the island. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. Be prepared to respond to the players’ ideas. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge). SCENE 6: THE CHASE At some time near the end of the adventure. thereby providing a means of destroying their pursuers. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. 5A: Open choice The Doctor might raise the Athenosians against the Daleks.DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements. each D = one Dalek Initial Dalek positions KEY Jungle area. arrive midway through chase Area containing Daleks. Each day the extracted ore is delivered to the temple in the evening. to obtain materials or examine the ore that the Athenosians are extracting. difficulty 2 D TARDIS 148 . but would any scientist trust a glowing ore. While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. probably after the Doctor has arranged for the Dalek craft to be destroyed. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them. say. SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure. It is completely harmless. start the chase about 20 areas from the TARDIS. the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS.

where they have been stationed on patrol. Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire.. To allow the Doctor to see the end of the Daleks. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. the first Doctor can run at only Move 3. all of them speak perfect English. inflicting 4 Wounds). They should always try to move two areas if the characters outdistance them too much. No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. seeming as if to head off the companions from their goal. a few others need to come in from other parts of the island. Any Dalek that topples is destroyed on the beach below (no need to roll). Eight Daleks. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. panic-stricken. and allow the players to place their characters’ tokens in any area they wish. adding generous bonuses for drop kicks (+2 general modifier) or for using vines. Dalek reinforcements should arrive. The companions typically see only six at any one time. The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress. usually just the Red Dalek. the Daleks will all move towards the companions this turn chanting. some Daleks need to escape the capsule before it is destroyed. At about the halfway point. ‘Search and destroy. there is a drop of about 10 vertical areas to the beach. They typically wear simple white kilts or tunics and sandals.DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. Place one or two Dalek counters on each flank. any surviving Dalek. If they wait long enough. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee. If the companions get too cocky. cannot moove. Athenosians Humanoids in appearance. trapping the Dalek until the tide comes in and drowns it. Action turn one now begins: ask the players what their characters are going to do. 149 . and treat the Red Dalek as a Black Dalek. and the size of the Dalek capsule suggests only a small force is present. Athenosians have fair. and difficulty 6 to move three areas. They are immune to the effects of fluoronic acid. use Control against the Dalek’s Defence to hit. ready to push Daleks off the edge. takes 20 action turns). where the fluoronic acid in the seawater will make short work of its electronic circuits. the Doctor and company could make water bombs and attack any surviving Daleks. although they should deal with any surviving Daleks. or to climb down the cliff using the vines.’ at which point their speech circuits give up in a sort of whining fade. At this point their options are to stay and hide. including the Red Dalek should be enough: use the statistics in the Time Lord rules. cannot mooove. search and destroy.. then Strength against the Dalek’s Weight to force it over the edge. To force a Dalek off the edge. Warriors should be treated as Ancient Worlds soldiers in the rules. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away. place one Dalek token in each marked area. lay out more notelets or draw more areas to fill in the terrain. Daleks trapped in quicksand should emit puffs of smoke and screech. two areas distant from the companions and one area ahead of them. one of which should be the Red Dalek. metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe. ‘Cannot move.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. No Athenosian wears armour. the Daleks have just moved into sight that turn. allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating. In essence. at the end of the action turn — in effect. to worry the Doctor in the chase scene. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with. will get to the beach in time to be bogged down in quicksand. difficulty 4 to move two areas. armed with spear and knife (both count as edged weapons. Or. As the characters run towards the TARDIS. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks. Companions are able to run at Move 4.

Stealth 1 Size: 3 Weight: 4 Move: 3. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. Overhearing the Daleks talking of their contempt for the natives.DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. he will know they are people he can trust — and. Hykronos Strength: 4 Control: 4. He will be present with the ore when the companions are delivered to the temple. They are hard to incite to violence. bright. alerting the Daleks to the brothers’ presence. his brother was hit by Dalek fire just as he made the edge. as he is quite competent himself. Hynossos stumbled on leaving the temple. but murder of their own kind is one of the few things that will provoke hostility. He is resourceful. Hykronos is naturally sceptical about any messenger from the gods. Running 1. High Priest The high priest is an Athenosian under Dalek mind control. Unfortunately. First Aid 1. Swimming 1 Knowledge: 4. If he is beaten in hand to hand combat by a companion. but be dismissed by his overlords to prevent him from getting in the way. but is a figure that the villagers respect. He will initially regard the TARDIS crew as enemies. he will have great respect. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. hunting for the village as a living. 150 . He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. as messengers from the gods. and thereby learning that the gods were mere creatures. more than capable of dealing with the Servitors. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. He has no real role in the adventure. and willing to contribute to any of the companions’ plans. the two ran to reveal their secrets to the village. but if he hears them talking or theorizing about the Daleks.

DOCTOR WHO — TIME LORD APPENDICES 151 .

Determination Most players will have Determination 3. Exceptionally observant players. Give any player who regular exercises or plays sports. Well-travelled. If the referee beats the player after a struggle. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. education to age 16 counts as Knowledge 3. who may suddenly learn more about that person than he might ordinarily reveal. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. and should be modified according to a player’s extremes. Education to primary school level counts as Knowledge 2. Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned. First. if he beats you after a struggle. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. Knowledge Knowledge can be gauged by the education a player has received. and with a little help from you. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. the referee. decide the actual values. a university background counts as Knowledge 5. 4 for muscular and 5 for body-builder). should get Determination 4. Control 4. technically more competent people in the game world. or players with strong oratory abilities should be given Awareness 4. Track and field athletes should be given Control 5. an averagely built person should have Weight 4. the player needs to be more stubborn than the average mule. smell or hearing impairment or who communicates awkwardly should be given Awareness 2.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. applying any tests that are appropriate to determine the character’s abilities. An evenly matched referee and player have the same Strength. Weight Lightly built men. the player’s character has a Strength of 1 less than the referee’s. such as a fireman or a soldier in a bomb disposal squad. but notable cowards. It might explain how the character comes to find himself in the TARDIS. his Strength is 1 higher than yours. a player who is easily beaten has a Strength of 2 less than the referee’s. worldwise players without formal education should have Knowledge that reflects their experience. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2. You. a thickset build coupled with great height deserves Weight 5. You. There is an advanced character creation system in Appendix 4 (page 159). women or youths should have Weight 3. can be unsettling both for the player and his friends. it is possible to do so in TIME LORD. Move All human characters have Move 3 and the special ability of Running 1. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. 3 for average. Control Most players will have Control 3. the referee. say three times a week. sixth form counts as Knowledge 4. Having someone playing himself as a character. Size Male characters will usually be Size 3. 152 . Awareness Anyone with a sight. Size reflects both bulk and height. his Strength is 2 higher. the player should write a one-hundred word to two-hundred word resume of his background. An average person has Awareness 3. the referee. If he easily beats you. It should not break out into a war of words about a character’s abilities. however. detailing education and possible special abilities arising from sports and pastimes. To get Determination 5. Anyone with a job that requires conspicuous bravery. female characters will usually be Size 4.

She has an attractive. picking the special ability of Independent Spirit 1. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. however. The equipment they have will be whatever they are carrying in their pockets when the character is generated. skills appropriate to his background and training. Iron Constitution. Any special ability which meets these minimum requirements can be assigned a value of 1. Control 4. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. Tone down values that seem excessive. based on three years’ composing and singing. Remember that player characters are ordinary people: they are not superhuman. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment. Move 3. Weight 3. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience. Awareness 3. Her hordes of admirers warrant the ability of Striking Appearance 2. The referee. Wearing purple and silver futuristic stage clothes. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. or Iron Constitution 1 with Con 1. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her. shoulder-length black hair. The referee gives her the following common abilities: Strength 3. Determination 4. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written. She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. most people will need only 1 point. Her career. gives her the Control-related ability of Dancing 1. Knowledge 3. to her.DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. assign the special ability a value of 2. a Strength 3 or Strength 2 character should have Cheat Death 2. the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. A character. however. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. picking Sense of Balance 2. Only characters with very few special abilities should be given 2 points. much of her work is composed at home using a keyboard. ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop. Size 4. Where is that baby now? 153 . adventuring in the TARDIS is fun. Keen Sight and Bench-thumping. If the player has five times this amount of training or experience. round face. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1. A player should justify any particularly odd special ability that he wants. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. but give each character some speciality that will prove useful on his travels with the Doctor. sampler and computer. decides the quality of her voice is such that she deserves Singing 2. for example. dark brown eyes and straight.

overcoming Strength and recovery. No one will know. A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. The referee should decide before the game starts whether these rules will be applied. a player should state at which level the blaster is set and whether it is set to kill or stun. whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS. Shock. 154 . In the Wounds boxes on the character sheet. A fist attack that inflicts 2 Wounds. A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. for example. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. Healing Shock damage heals far faster than Wounds. typically 6 to understand an Earth-built blaster or 8 to understand an alien one. A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. usually inflicting 3 Wounds. First Aid. natural weapon or blaster can be used to make knockout attacks.DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. could instead inflict 3 Shock. Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun. Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. Shock injuries make it difficult for a character to regain consciousness. A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. Instead of inflicting Wounds. Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat. but heal faster than Wounds. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. so they should be genuinely concerned if he is gunned down. because players will not know whether an attack against them is going to be lethal or just knock them out. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. seriously wounded or dead depends only on the number of Wounds he has taken. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. Referees should use safe combat to enhance the dramatic tension of an adventure. Any blunt weapon. His character is assumed to be pulling his blows to avoid permanently harming his opponent. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. Safe combat creates a feeling of uncertainty. All are in keeping with technology in the DOCTOR WHO universe. however. any excess cannot be used to treat the other type of injury. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. for example. In safe combat. could be used to make a knockout attack that inflicts 2 Shock. may be applied once to Shock and once to Wounds. however. Blasters that are found by player characters must first be understood to change the settings. otherwise such weapons by default are set to maximum Wounds. Before firing. either as Wounds or Shock. Instead of inflicting different amounts of Wounds when set to stun or kill. an attack with a blunt weapon.

The referee decides the gun is half charged and gives it a charge rating of 10. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. If he succeeds. 155 . especially when combined with group fire. the cumulative power ability reaches six. Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam. Jamie picks up a blaster from a fallen space marine and fires at his pursuers.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20. the referee rolls the dice to try to beat a difference of 4. Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him. broadening the beam of energy emitted by the weapon. forcing them to take cover. the blaster runs out and Jamie must look for another weapon. Jamie can fire without fear of the gun running out. For the first five action turns. Power The power of energy weapons is finite and it is possible that they will run out through continued use. To add to the uncertainty of using blasters. On the sixth turn of firing. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating.

In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. Too many tables can be as much a disservice as too few. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight. Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 . We hope to have erred on the side of description of characters and aliens rather than numbers. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. 33%. some three years later. 2. For the sake of stats fans. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. and perhaps one day may materialize in a volume called TIME LORD COMPANION. TIME LORD is reality. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. Ultimately. not the accumulation of abstract numbers of points. which I chose to treat generically. Peter. Weapons. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. I have concentrated on providing only those tables that are essential to the running of the game. 55%. Now. it is also important that few if any Earth weapons should remotely endanger Daleks. and a sword becomes simply a sword. 16% and 5%. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. so some compromises have had to be made. are described by type with limitations on their use. 1. and to prevent a mad rush for calculators. are details of specific weapons. Such a mechanic assumes that the players will choose the best character for the job — if they do so. success will usually follow. and the game was in danger of remaining a private system played by only one group of people. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. we saw an opportunity. Some people. 3 and 4 are respectively 83%. many tables become redundant. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. Besides. because a proliferation of tabular information cannot easily be absorbed. generated by the referee as well as the players.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. one gun is very much like another. rather than letting even the most cack-handed character have a go. rules should be transparent to the players of a role-playing game. because we believe the enjoyment of role-playing comes through doing. At the time. Increasing a difficulty by one therefore has a marked effect on the odds of success. quickly became involved in the project. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. becomes the driving force of the game. not all of whom will be familiar with the way a role-playing game runs or works. but at the time I had no more idea of how to put them into effect than she did. Cybermen. the happier I become with assumed levels of competence as a game mechanic: the story. Such details are for those people who master TIME LORD as it stands. The more I playtest the system. On a scale of one to ten that embraces the minimum and maximum values in the universe. Conversely. There is also a noticeable famine of tables. But beneath the simplicity is some cunning mathematics behind the odds of success. the rules had to be easy to understand. Ideally. Gail Baker first provided the idea of levels of competence as a general game mechanic. TIME LORD’s co-designer and an old friend and colleague. I wanted to de-emphasize the role of combat in the game. Gone. therefore. or any other warlike alien species. too. only the difficulties tables are needed to drive the system. DOCTOR WHO hadn’t been grafted onto the rules. and those that exist are largely for the benefit of the referee. In the context of the DOCTOR WHO series. of course. the odds of beating differences of 0. It is primarily intended for fans of the DOCTOR WHO television series. Out went character progression systems and character generation systems. however. Inspiration strikes writers and designers in the weirdest places. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget.

The answer is. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). Again it sounds ludicrous. FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. as well as testing them almost to destruction. Marc Gascoigne. therefore. Patrick deserves special mention for reading and criticizing an early draft of the rules. aliens and enemies is taken from the series. previously lost stories such as The Ice Warriors have somehow come our way. Thanks too must go to Pete Tamlyn. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. In combination with the referee’s tools of decision and difficulties. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell. however. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. the Trojan slave girl. Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. but it happens in the series. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. is a rule book and must impose some sense of authority. too. By choosing to shoot individually at a separate target. Look at the series and see how it works. Together. we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. Some information. Dave Morris. and that ordinary people often have no chance of success. Life. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 . being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. security agent Sara Kingdom and the shapechanging robot Kamelion. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. Dave Morris (the first Doctor). it reflects what happens in the television series.DOCTOR WHO — TIME LORD at difficulties less than his ability. What matters is the speed at which unconscious characters recover. or by forgoing group fire. but it takes playtesting to check whether the rules work in practice. Theory is all very well. Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. TIME LORD. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. Paul Mason (yet again!). If there has been more than one version of something in the series. not heroes. To my mind the game works best when the safe combat rules in Appendix Two are added. My playtesters (and the characters they played) were Patrick Brady (himself). If he chooses to keep the Daleks. Should the characters confront the impossible. companions. All the information about the Doctors. which I regard as the only accurate source of official information. The referee has a most useful tool here: the group fire rule. Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious. Peter and I have chosen whatever is best for game play. may be contrary to popular belief or modern usage. nowhere does this effect show more than in TIME LORD’s rules for combat. say. and the DOCTOR WHO television series frequently demonstrate this fact. The spellings of names have been taken from the programme credits on screen. the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. Ludicrous as it sounds. And far. It is partly the reason why I opted for simultaneous combat rather than an initiative based system. far earlier in time Mike Cule (as the third Doctor). for the sake of providing information that players will surely ask. quite simply. It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. In some cases. And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. as accurate as the television series itself. We apologize to fans for these characters’ absence. Mark Pawelek (James Wallis). the universe. Although I have said combat is not the main purpose of the game. none of which I’m glad to say has made it into TIME LORD. Paul Mason (Steven Taylor). in clusters of five and use the group fire rule. Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. these creatures become the deadly aliens they occasionally appear to be. not real life. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. they need to find either a way round the obstruction or someone to whom it is not impossible.

besides indulging ourselves. June 1991 158 . Ian Marsh Putney. comedy. Spread the word. horror and science fiction the series has encompassed over the years. But we have heeded the polls and included most of the popular monsters. It has also created a strong attachment to all of them. But most of all it has shown us what a strong team the first Doctor has when the programme first started. Perhaps this accounts for DOCTOR WHO’s longevity. even as a referee character. Similarly.DOCTOR WHO — TIME LORD characters. and what a fine mix of drama. Kamelion — who is no more than a cipher — is limited in his potential. the accuracy of this book would have been in doubt. Without you. the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television.

DOCTOR WHO — TIME LORD

APPENDIX 4: ADVANCED CHARACTER CREATION
TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

CONCEPT
There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

MECHANICS
Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point

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DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

Limitations
A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

BOOKKEEPING SUGGESTIONS
Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

STARTING EQUIPMENT
Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.

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DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

UNUSED ABILITIES
A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

EXPERIENCE
TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.

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Cheat Death 2 Control: 3. Mechanics 1 and Engineering 1. Bench-thumping 2 Size: 3 Weight: 3 Move: 4. Her final abilities are: Strength: 2. and the experience gained. Weight and Determination. Knowledge: 5. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities. The referee should keep a log of attempts made or failed. Driving 2 Knowledge: 5. She must still assign a value to Move. Awareness: 1. Weight: 3. 1. On reflection. four 2-point abilities and eight 1-point abilities. the referee should increase the difficulty of succeeding at the experience roll. Size. The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. she assigns values of 3 to Control. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). Heaven help the Doctor when she gets loose in the TARDIS! 162 . She is left with eleven 1-point abilities. 3 and 2. Bench-thumping 2. so she combines two 1-point abilities to give a two-point ability. Her abilities currently are as follows: Strength: 2. Size: 3. Move: 4. Control: 3.DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. She rolls the dice. if it is not appropriate. and combines the remaining three 1-point abilities with it to give Awareness 3. Driving 2. The four remaining 3-point abilities. Determination: 3. To start. she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability. Mechanics 1. generating differences of 0. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. she believes her Awareness to be too low. and elects to take the special abilities of Cheat Death 2. She envisages her character as an enthusiastic car mechanic who loves tinkering. a value of 2 to Strength and a value of 1 to Awareness.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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